they already said on 1.18a notes they going to increase melee damage of most ws.
This thread is pointless now me think.
they already said on 1.18a notes they going to increase melee damage of most ws.
This thread is pointless now me think.
I believe the Square Enix Dev Team more than likely done this without a party full of archers.
You can bet the tried different setups.
Knew how the boss worked.
Strategised to take him down.
so you want mage and archer to get hit by aoe attacks too? maybe this will happen sometime depending on the aoe move.way to reply without reading the thread at all.
Ever heard of something called Area of Effect?
but if they get hit by an aoe that almost kills the melee classes then mages and archer will probably die?
but thats my opinion and i didnt see any party fights so far and im far away from them too probably. neither have i see any content in the higher lvls.
Strange... I didn't get parties at the patch's day1, but when someone in the forums told that the Marauder can tank properly, or even better (no sh*t), then it was cheesecake easy to search for one.
Absolutely true, but ask yourself this: If you had to choose between a PGL and GLA to tank the darkhold, what would you choose? If you had both PGL and GLA geared and rank 50 and were asked to tank, which class would you choose?
Even MRD can tank just fine if you know what you're doing, but nothing can tank like a GLA. If it's SE's intention to make GLA the only dedicated tank class, that's fine. But what makes MRD, PGL, and LNC unique from each other besides the weapon, and an ability or two? Before it was kinda like this:
GLA: defensive tank
PGL: offensive tank
MRD: crowd control melee
LNC: support melee
ARC: ranged damage
THM: arcane magic
CON: elemental magic
Looks to me like Yoshi-P's "class uniqueness" was already in the game. Now this is the direction it appears to be heading to me:
GLA: tank
CON: healer/support
THM: nuke/debuff/DoT
ARC: ranged attack
MRD: melee
PGL: melee
LNC: melee
Yes, it isn't this cut and dry yet, but as I said, it looks like this is the direction we're headed in.
Ranger/Archer is supposed to be overpowered. Its pretty much the melee equivalent of Black Mage.
The problem is less with the game design and more with people -- its been proven time and time again than any set up can beat the dungeons. GLA tanks, MRD tanks, PUG tanks, LNC/MRD/PUG DDs, CON healers, THM healers -- anything works as long as its properly balanced.
Just because the Healer/Archer/Tank set up is the most efficient doesn't mean there's a desperate need of change or to nerf Archer -- they just need to design future content in a way that grants other DDs an equal chance.
I think they need to look at melee & ranged balance a little differently. It would be possible to balance them to deal equal amounts of damage. Some argue that ARC should deal more damage for having to purchase arrows, yet ARC are also given the benefit of attacking at a distance whereas Melee have to expose themselves to damaging attacks. While the ARC takes little to no damage at all and will be less likely to suffer gear damage, the melees will be taking more damage and are more likely to need repairs. So the cost in resources may be more balanced that we all like to let on.
The ARC also have the added advantage of nearly always being in range of their opponent, while the melee sometimes may have to move away to save themselves.
Obviously a small advantage would have to be given to the melees in mobile fights to ensure they do equal damage. But, given any disparity in the resource costs, a completely equal footing, regardless of movement, could be acceptable.
Arc becomes Bard, loses its damage potential in parties, obtain increased buffing potential in parties, retains its dps superiority while used as a class.
Melees become heavy dps jobs, obtain increased damage potential in parties, become the king of dps while used as a job, retains tanking superiority over arc while used as a class.
I don't see a problem with ARC. I can see an issue arising with BLM however. It'll be a CC job, but nuking leaves something to be desired still. They need to figure out something else for that issue.
1: FFXIV only currently has mid game content until R50 cap is raised in 1st or 2nd expansion
2: Stop jumping on the band wagon and blaming MP cost. I've played both Mage classes to 50 prior to the regen patch and even since the mp cost increase patch: there's no problem/ just more tactics/learn how to spiritbind/soughspeak, etc.
3: the ogre can and has been killed by competent melee parties: it requires strategy and a well developed sense of the fight.
4: in support if the above: geography and battle regimens are required to make the fight quicker in order to save mages MP
The problem with most FFXIV players today is they don't BR and the mages are too spoiled and whiny. The battle system is headed in a good direction.
Here's the main issue with range/archer: they exploit BR due to being the only DoW with a insanely fast normal attack cooldown, thus faster defense down BRs with nearly no downtime.
Granted there are some NM fights that exclusively require Archer: Uraeus, etc.
SE does need to strategize better aoe avoidance mechanisms for melees. Positioning and abilities should be factored in a more concentrated manner.
1) content is content1: FFXIV only currently has mid game content until R50 cap is raised in 1st or 2nd expansion
2: Stop jumping on the band wagon and blaming MP cost. I've played both Mage classes to 50 prior to the regen patch and even since the mp cost increase patch: there's no problem/ just more tactics/learn how to spiritbind/soughspeak, etc.
3: the ogre can and has been killed by competent melee parties: it requires strategy and a well developed sense of the fight.
4: in support if the above: geography and battle regimens are required to make the fight quicker in order to save mages MP
The problem with most FFXIV players today is they don't BR and the mages are too spoiled and whiny. The battle system is headed in a good direction.
Here's the main issue with range/archer: they exploit BR due to being the only DoW with a insanely fast normal attack cooldown, thus faster defense down BRs with nearly no downtime.
Granted there are some NM fights that exclusively require Archer: Uraeus, etc.
SE does need to strategize better aoe avoidance mechanisms for melees. Positioning and abilities should be factored in a more concentrated manner.
2) mp costs arent the problem, our mages havent had an issue with it, the only real change is you have to manage it now instead of blowing through it
3) the biggest issue is his main aoe that hits all around him, but its manageable if you arent taking lower ranked people up to him(as they take more dmg due to their rank alone)
4) this is just obvious and its amazing how many people dont know they exist still
My XIVPad: http://xivpads.com?2031148
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