Quote Originally Posted by Krolja View Post
snip
There's much truth to this post.

Point 1: You are correct. We need a QoL style fix to allow us to do our jobs. Especially those melee stuck due to having slightly higher than need be latency.

Point 2: This is pretty much what I meant. We can only hope the team mates actually follow through with our strategies. In practice this does not happen as often as one would like. Though when it does the match can be sealed quite quickly. However this is honestly a balance disaster, against good players with a small amount of coordination when your team has none, it may seem that melee are very powerful. When all that really has happened is the Tank CC'd you /the target and the ranged secured either the first half of the burst or second half.

Either that or the healer was put behind.

Point 3: You are correct, yet the mode is balanced around a large amount of coordination from the team. For chat-less solo queue this is quite disastrous, and has led to a mix of inability to understand design/balance direction, and an inability for anyone to truly discern the exact full level of strength of any job. We're lucky if people try to coordinate as is. We can definitely say what seems powerful in the current environment, but it doesn't feel like the developers agree with us.

point 4: As a Samurai main, The DPS tells of my fellow melee make a big difference. It tells me when exactly to use Chiten to make them hurt themselves the most and mitigate the damage they do the most. That big red flower of Monks is a good time to attempt to shut them down before they even get started. I don't specifically speak of the wind up time, but of the animation before they attempt to do the most damage. (My experience with Nins were them readying triple mudra prior to using those skills)

point 5: You are correct.