Player
Hello everyone!
We understand your concerns with melee classes being left out because they are having a difficult time on some of the encounters that we have introduced because of the damage they receive compared to ranged classes.
We let the dev. team know your feedback so they will be making balance adjustments to allow melee classes to have a larger role in upcoming battle content such as the Garuda fight in patch 1.22 and what’s in store for patch 1.23. (While I can't give away any details about future battles just yet, I made sure to let the dev. team know that you're wanting new and dynamic encounters!)
Once the above adjustments are implemented and you have tried out the changes, we would love to hear your feedback about the current battles that have stirred up your concerns for the melee classes so we can look into these changes going forward.
1.23 more prime fights!!![]()
What has been seen cannot be unseen.



Maybe it's not so much the Jobs that need adjustments (although they will continue to tweak them) but rather it is the Bosses and NMs that need to be more dynamic so that a party needs to be balanced to be successful.
For example: Imagine a Morbol with it's multiple tentacles.
Party needs:
1 Tank to keep the Boss under control (cuz it would 1-shot mages)
1 Healer to keep everyone alive (esp the tank)
1 Archer & 1 Nuker to disable the melee arms of the Morbol (which are attacking the tank).
2-3 DDs to disable the Ranged-attack Arms of the Morbol (which are attacking the nuker, archer and healer).
1-2 additional jobs/classes to take care of the "trash mobs" that spawn/respawn and/or extra heals.
I have not fought the Chimera yet but I thought it was gonna be something like this:
1 head controls the enmity ( the tank focuses on this head)
2nd head casts enfeebling magic on the tank/enmity holder (nukers/archers focus on this head)
3rd head casts/shoots ranged attacks on the nukers/archers/healers ( DDs focus on this head)
Chimeras Tail melee attacks/enfeebles the DD's/tank (extra DD's or extra tank focus on the tail).
I realize it's a a formula that could get stale but there would still be room for Unique Boss Traits/Spells that parties need to strategize against. I just like the idea of Multi-Part Bosses that need to be taken out in stages.
Papa was a rolling stone...wherever he laid his barbut was home.


Well, they could also start introducing party bonuses for having certain types of class/jobs in a party at the same time, a party wide buff. And, similiarly, a debuff of some nature when stacking more than say, 3 of one kind of class/job.
Now, that said, I could see in the future that becoming a problem. Like for instance when/if they ever include a syncronized spell, like they're doing in XI for Meteor..
And of course there's going to be the naysayers that say they're being forced to play a certain way, blah blah blah.
As much as I am fighting back the urge to say this. If you do a knee jerk and give melee an advantage over ranged... you are just in the wrong as when giving ranged an advantage.Hello everyone!
We understand your concerns with melee classes being left out because they are having a difficult time on some of the encounters that we have introduced because of the damage they receive compared to ranged classes.
We let the dev. team know your feedback so they will be making balance adjustments to allow melee classes to have a larger role in upcoming battle content such as the Garuda fight in patch 1.22 and what’s in store for patch 1.23. (While I can't give away any details about future battles just yet, I made sure to let the dev. team know that you're wanting new and dynamic encounters!)
Once the above adjustments are implemented and you have tried out the changes, we would love to hear your feedback about the current battles that have stirred up your concerns for the melee classes so we can look into these changes going forward.
Advice:
Balance ranged and melee, so the benefits of being melee balance the benefits of fighting at a distance.


That balance, my fight, might come from melee having an advantage over ranged, that is entirely unrelated to the advantage that ranged currently has.As much as I am fighting back the urge to say this. If you do a knee jerk and give melee an advantage over ranged... you are just in the wrong as when giving ranged an advantage.
Advice:
Balance ranged and melee, so the benefits of being melee balance the benefits of fighting at a distance.
Giving the melees an advantage in one fight, while the ranged keep advantages in all other fights... yeah that would totally suck.As much as I am fighting back the urge to say this. If you do a knee jerk and give melee an advantage over ranged... you are just in the wrong as when giving ranged an advantage.
Advice:
Balance ranged and melee, so the benefits of being melee balance the benefits of fighting at a distance.
I actually prefer this type of variety if that's what they're doing. You want JOB X for one fight, JOBS Y and Z for another, and JOBS J and K for another. Of course, every fight will be beatable with all jobs, but each fight's optimal DD job being different just seems like an interesting idea.
Last edited by Phobos; 03-29-2012 at 11:33 PM.
I don't know what to say. I just got all melle classes to 50, and I noticed a love for them from the devs. Meanwhile mages, which I like to play more often since the game inception, became a rollercoaster. I just wish the devs to settle down with mages, because while melee keeps getting better and better, mages are starting to piss the hella out of me. Being knocked down , disturb, have more than 8 monsters hitting you, disturb, walking and casting, disturb... And so on. I just hope that mages get some love at some point forward..Hello everyone!
We understand your concerns with melee classes being left out because they are having a difficult time on some of the encounters that we have introduced because of the damage they receive compared to ranged classes.
We let the dev. team know your feedback so they will be making balance adjustments to allow melee classes to have a larger role in upcoming battle content such as the Garuda fight in patch 1.22 and what’s in store for patch 1.23. (While I can't give away any details about future battles just yet, I made sure to let the dev. team know that you're wanting new and dynamic encounters!)
Once the above adjustments are implemented and you have tried out the changes, we would love to hear your feedback about the current battles that have stirred up your concerns for the melee classes so we can look into these changes going forward.
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