Page 1 of 3 1 2 3 LastLast
Results 1 to 10 of 22

Hybrid View

  1. #1
    Player
    Bourne_Endeavor's Avatar
    Join Date
    Sep 2015
    Location
    Ul'Dah
    Posts
    5,377
    Character
    Cassandra Solidor
    World
    Cactuar
    Main Class
    Dragoon Lv 90

    Melee Range Abilities: And Why They Are Completely Useless

    Perhaps due to the sheer frequency of downtime this tier, this has become increasingly more noticeable. I cannot count the number of times Piercing Talon or Throwing Dagger might be decent... except it's almost always a significant DPS loss. Why is that? Because under no circumstance should you ever break a combo even if it means standing there doing precisely nothing for several seconds. The sole exception is if you know your combo will break. Otherwise, it's a straight loss. As the title implies, this makes these abilities functionally worthless in virtually every scenario.

    Therefore, I purpose a simple solution: they no longer break your combo. Admittedly, I think they also need a potency buff given all three are still incredibly weak, but even making them not interrupt your combo at least grants a use. I know this is hardly a game breaker by any means, it's just an annoyance of mine as a melee DPS, especially due to all the downtime we have this tier. Why even have the abilities when they're hardly worth the hot bar space?

    And if such a change were implemented, let's give one to Monk.
    (10)

  2. #2
    Player
    Rongway's Avatar
    Join Date
    Aug 2013
    Posts
    4,183
    Character
    Cyrillo Rongway
    World
    Hyperion
    Main Class
    Black Mage Lv 100
    Oh, you meant (range abilities) on (melee DDs).
    I read the title as ((melee range) abilities).
    (2)
    Error 3102 Club, Order of the 52nd Hour

  3. #3
    Player Dualgunner's Avatar
    Join Date
    Aug 2014
    Location
    Gridania
    Posts
    2,942
    Character
    Lilila Lila
    World
    Coeurl
    Main Class
    Machinist Lv 80
    Quote Originally Posted by Rongway View Post
    Oh, you meant (range abilities) on (melee DDs).
    I read the title as ((melee range) abilities).
    Same tbh.

    The ultimate goal of melee is to never break melee. That said, some strats of this tier's latter fights might end up forcing that, so I can see the merit in this suggestion. It has my support.
    (0)

  4. #4
    Player
    Lauront's Avatar
    Join Date
    Jul 2015
    Location
    Amaurot
    Posts
    4,449
    Character
    Tristain Archambeau
    World
    Cerberus
    Main Class
    Black Mage Lv 90
    Quote Originally Posted by Dualgunner View Post
    Same tbh.

    The ultimate goal of melee is to never break melee. That said, some strats of this tier's latter fights might end up forcing that, so I can see the merit in this suggestion. It has my support.
    Same here.
    (1)
    When the game's story becomes self-aware:


  5. #5
    Player
    Bourne_Endeavor's Avatar
    Join Date
    Sep 2015
    Location
    Ul'Dah
    Posts
    5,377
    Character
    Cassandra Solidor
    World
    Cactuar
    Main Class
    Dragoon Lv 90
    Apologies, but yes, I meant the range abilities on Melee DPS. I'd edit the title but they won't let me.
    (1)

  6. #6
    Player
    CryBloodwing's Avatar
    Join Date
    Feb 2017
    Posts
    200
    Character
    Kira Kagamine
    World
    Famfrit
    Main Class
    Lancer Lv 52
    I like them because in POTD, you run to an enemy to attack them...before you can get your skill off, a mage or archer has pulled them and you are then too far away to attack....
    (1)

  7. #7
    Player
    Shurrikhan's Avatar
    Join Date
    Sep 2011
    Posts
    12,874
    Character
    Tani Shirai
    World
    Cactuar
    Main Class
    Monk Lv 100
    To be fair, Monk once had the best ranged damage ability in the form of Meditation. At a minimum of 543 ePot per HW TFC, or 109 per Chakra, and each Chakra only half to two thirds a GCD, Meditation was worth upwards of 163 potency per GCD (though still low compared to the 295 effective ppgcd of HW True Strike), with the greatest ease of use (no combo dropping, finer global recast increments, and no target required), greatest synergy, unique rotational augmentation (use once at specific breakpoints per ToD-Demolish as not to waste a tick of Demolish, increasing its relative value to 223 ppgcd), and unique burst benefits.

    Now Meditation is a joke. The kind you feel bad immediately after telling.

    Honestly, though, I feel like all the melee need improvements: to not break combo, to integrate with combos, to have higher potency, or to have lower cost. Ideally, each should have their own unique benefit in that regard. I'd like to see Ninja highly able, and even encouraged, perhaps, to weave in their Throwing Daggers (and/or whatever other variants it may gain).
    (0)

  8. #8
    Player
    Pepsi_Plunge's Avatar
    Join Date
    Nov 2018
    Location
    Limsa Lominsa
    Posts
    927
    Character
    Pepsi Plunge
    World
    Lich
    Main Class
    Gunbreaker Lv 80
    Most of the time I use them to finish off Opponents running away in PVP.
    But I actually like the throwing ability of the SAM as a part of the "dash backwards, throw stuff, dash forward"-combo. It just feels nice pulling it off to avoid AOEs right around your target where you have to keep your distance anyway.
    (0)

  9. #9
    Player Seraphor's Avatar
    Join Date
    Feb 2018
    Posts
    4,620
    Character
    Seraphor Vhinasch
    World
    Zodiark
    Main Class
    Gunbreaker Lv 100
    I think either a potency buff, or allowing you to continue your combo, would work well, but not both at the same time.
    (1)

  10. #10
    Player Seraphor's Avatar
    Join Date
    Feb 2018
    Posts
    4,620
    Character
    Seraphor Vhinasch
    World
    Zodiark
    Main Class
    Gunbreaker Lv 100
    Quote Originally Posted by Seraphor View Post
    I think either a potency buff, or allowing you to continue your combo, would work well, but not both at the same time.
    To elaborate on this, if you buff them in both aspects, then they risk becoming a normal part of the rotation, instead of an emergency/situational skill that you ideally want to avoid, but is still useful for when you're not in melee range.
    (1)

Page 1 of 3 1 2 3 LastLast