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  1. #1
    Player
    rockint's Avatar
    Join Date
    Jul 2014
    Posts
    30
    Character
    Max Awesome
    World
    Faerie
    Main Class
    Lancer Lv 57

    Melee, who designed this?

    I'm not claiming that melee is too hard to play or anything, but it is pointlessly complex.

    Like dragoons and positioning. On paper, great idea, it adds a lot of interest to the class... Until the mob turns, or a pool of death appears at it's back or side. Our ability to play at our best depends on the tank's ability to keep the mob not just in one place, facing one direction.

    And then we have to get out of range of A LOT of stuff. But don't sprint, you're out of TP if you do. Yet casters, who rarely have to run like crazy out of melee range, are free to sprint any time they want with no negative effect to their dps.

    Whoever designed this got it a little backwards. You want to punish melee less, and move ranged more. Keep melee constantly on that do it right or die idea, but let us actually play the game. We spend more time running away and trying to position ourselves with a moving mob or tank than we do actually killing the thing.
    (3)

  2. #2
    Player
    Amnesia's Avatar
    Join Date
    Jun 2013
    Posts
    351
    Character
    Brady Phelan
    World
    Midgardsormr
    Main Class
    Monk Lv 70
    Casters can't move during a spell cast or else it is canceled...
    (10)

  3. #3
    Player
    Necaust's Avatar
    Join Date
    Oct 2013
    Posts
    48
    Character
    Necaust Xi
    World
    Behemoth
    Main Class
    Lancer Lv 50
    Encounters in which an enemy's backside is unreachable for positional attacks.......

    or those occasional floor effects that stack in a line....making even sprinting through it to avoid damage fail.......


    Those are the situations that drive ME mad. I understand that a lot of these annoyances are just random but its still bad design. Overall though, I enjoy avoiding aoe, managing skill chains, etc. as a melee. Its engaging.
    (0)

  4. #4
    Player
    Aaramis's Avatar
    Join Date
    Sep 2013
    Posts
    52
    Character
    Aaramis T'vyl
    World
    Famfrit
    Main Class
    Ninja Lv 93
    I've never really found it to be an issue as a DRG. Of all the moves they employ in their skillchain, only TWO of them require positions (HT and ID). The rest can be used from any position.

    My beef with positionals is that it's sometimes hard to tell which direction the mob is facing. Yes, yes, I know, you can either just use visuals, or go by the big target circle under them showing which direction the mob is facing. But throw half a dozen mobs on top of each other, and add in AoE effects, and good luck.
    That's the biggest annoyance for me, really.
    (5)

  5. #5
    Player
    ZechsRaganrock's Avatar
    Join Date
    Jun 2014
    Posts
    27
    Character
    Zechs Merquise
    World
    Ragnarok
    Main Class
    Gladiator Lv 50
    Lol, that is part of the beauty of playing melee, the best melee know when the boss is going to turn etc, so they can work around it. It's not just about getting ur rotation down, you need to get the rotation of the mobs down too so you can be prepared to work around their turns or aoe moves.

    A good tank that plays with melee will know the more steady he can keep the boss, the better it is for his team mates.

    Anyway, they can't have got it that wrong when melee are still the strongest single target in the game. Why should melee be allowed to move faster without penalty? They can move free without penalty as it is. That's the difference between them and caster.

    Caster can move fast without penalty, but the movement itself is penalty...

    I like that melee have these issues to work around. Thing like these are the difference between good melee and great melee.
    (3)
    Last edited by ZechsRaganrock; 07-21-2014 at 09:48 AM.

  6. #6
    Player
    Ricdeau's Avatar
    Join Date
    Aug 2013
    Posts
    484
    Character
    Ricdeau Cyton
    World
    Gilgamesh
    Main Class
    Monk Lv 60
    Quote Originally Posted by rockint View Post
    I'm not claiming that melee is too hard to play or anything, but it is pointlessly complex...
    As a full time melee player that doesn't play anything else (in all MMO's I've played) I rather enjoy how they've designed the game for the most part. While it's nice to have the occasional training dummy style boss that you get to just wreck as melee I rather like more complex fights that are much more involved. Also in terms of movement in the encounters, most of the end game fights require the ranged to move quite a bit as well. Sure, it's frustrating when the mechanics don't go your way, but rest assured that the same thing happens to other classes as well.
    (1)

  7. #7
    Player
    rockint's Avatar
    Join Date
    Jul 2014
    Posts
    30
    Character
    Max Awesome
    World
    Faerie
    Main Class
    Lancer Lv 57
    Well we should have to move. Just stand there and beat on the boss is boring. But it seems like we spend more time moving, espcially out of melee range, than anything else.
    (1)

  8. #8
    Player
    Ricdeau's Avatar
    Join Date
    Aug 2013
    Posts
    484
    Character
    Ricdeau Cyton
    World
    Gilgamesh
    Main Class
    Monk Lv 60
    Quote Originally Posted by rockint View Post
    Well we should have to move. Just stand there and beat on the boss is boring. But it seems like we spend more time moving, espcially out of melee range, than anything else.
    I like moving while fighting. Maintaining high uptime while dodging mechanics is pretty fun for the most part in this game. If you're having trouble keeping high uptime on majority of the bosses it sounds like you need to rethink your approach to the fight a bit. What kind of content are you currently doing?
    (1)

  9. #9
    Player
    rockint's Avatar
    Join Date
    Jul 2014
    Posts
    30
    Character
    Max Awesome
    World
    Faerie
    Main Class
    Lancer Lv 57
    I've always played melee in these games. The idea of having to dodge everything while trying to keep my dps uptime as high as possible is nothing new.

    My complaint is that's ALL we do. We don't make a single hard decision. We don't have to choose between different abilities to end our combo. Just do one of our 3 3-4 button combos, and time a few cooldowns. All we do is attack the boss, pray our tank doesn't have ADD, and dodge pink circles.

    Melee in this game just doesn't play like melee. It seems like SE is trying to reinvent the wheel when there was nothing that really needed to be changed, just improved.

    I'm just putting my opinion out there. It's not too challenging, it's just annoying to me. So far, arcanist seems way more fun. Probably going to stick to that. Just to me, melee in this game is just a bunch of AOE dodging (that quickly becomes habit) rather than putting actual challenges in.
    (0)

  10. #10
    Player
    munkt0r's Avatar
    Join Date
    Jul 2014
    Posts
    19
    Character
    Kittenz Mittenz
    World
    Lamia
    Main Class
    Pugilist Lv 28
    One man's annoyance is another man's game mechanic =)

    Personally, I LOVE that this game utilizes positioning. Otherwise we'd all just be standing there whacking away as numbers scroll never really moving (EVERQUEST anyone?)
    (1)

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