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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
    Kaethra's Avatar
    Join Date
    Oct 2013
    Posts
    1,059
    Character
    Kaethra Tatrinae
    World
    Leviathan
    Main Class
    Conjurer Lv 70
    Quote Originally Posted by Amnesia View Post
    Casters can't move during a spell cast or else it is canceled...
    There's even more to this than some people think. I've played primarily ranged classes until more recently starting leveling Monk. Played a Bard then Blackmage. One of the differences I've noticed with the monk is because you're constantly moving, you're already moving when AOEs and Plumes start coming out. Makes it a tad easier to dodge. However.. I will say this.. the dragoon placement from what I remember wasn't quite as fluid as a monk. So I can understand where the OP is coming from.
    (0)

  4. #4
    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)

  5. #5
    Player
    Geobryn's Avatar
    Join Date
    Aug 2013
    Posts
    170
    Character
    Amardis Amariyo
    World
    Ragnarok
    Main Class
    Archer Lv 50
    Quote Originally Posted by Necaust View Post
    Encounters in which an enemy's backside is unreachable for positional attacks.......
    isn't there actually only one boss in the game where you can not attack from back ? and that is the wall in amdapor (you can still attack its side ...) ?
    (0)

  6. #6
    Player
    Pyreflye's Avatar
    Join Date
    Dec 2013
    Posts
    240
    Character
    Nugget Highwind
    World
    Behemoth
    Main Class
    Lancer Lv 50
    Quote Originally Posted by Geobryn View Post
    isn't there actually only one boss in the game where you can not attack from back ? and that is the wall in amdapor (you can still attack its side ...) ?
    Pretty sure the Demon Wall is the only one.
    Leviathan and the Kraken both count the flank as the rear.
    (0)

  7. #7
    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)

  8. #8
    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.

  9. #9
    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)

  10. #10
    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)

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