Next 2-3 patches? So people just should quit if they like playing THM, MRD, LNC, or PUG (not to mention DoL, whose gathering points are now crawling with aggro worse than ever before)?
Sounds like this patch is working wonders for the game.
Next 2-3 patches? So people just should quit if they like playing THM, MRD, LNC, or PUG (not to mention DoL, whose gathering points are now crawling with aggro worse than ever before)?
Sounds like this patch is working wonders for the game.
Whatever that's not what I said. As you can see I play pugilist, I gave tips on how to overcome the problem. Are you more of a liability than archer? Yes. Are you as useful as an archer damage wise? No. But you really weren't before the patch either with the exception of Lancers using Twisting Vice to constantly wipe mob TP which was pretty gamey anyways. It's called balance, it goes up and it goes down and it is never perfect. I was simply saying that I expect it to get better for us in a patch to come.
I'm not going to cry about it and quit, but then again I'm not the type of person to do that every time my class doesn't end up as the king of the hill. Melee are not useless, and there are things you can do as a player to shore up your shortcomings until we get some love in a future patch. You can deal with it, level another class we can do that in this game you know, and what's more your main class will likely benefit from doing so or frankly you can be a baby about it.
They really do need to take a look at enmity generation. I've yet to see a group get past the Deepvoid Slave without having a group comprised entirely of magic users and ranged DPS with a single tank. It literally seems damn near impossible to swing it if you have to constantly be throwing out AoE cures on the group because of all the AoE damage raining about. It just generates too much enmity, and it's extremely difficult to keep aggro with that going on. It doesn't help that provoke no longer forces a target to attack you. Plus the sheer amount of damage the slave dishes out on a single target is extremely painful. Given the sluggish response of movement with the game engine, it can be really difficult to be on the ball.
They really need to look over things again or else redefine these dungeons. I'm sure a majority were lead to believe this dungeon could be accomplished with a casual group, albeit with challenging difficulty. Yet the difficulty in having melee in group is so high that people simply give up and go with the one technique they know works: the all ranged group. Mechanics should be changed, both player-wise and enemy-wise.
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