I just mentioned how this may make things worse for ranged, cause now people are thinking triple melee with just a BLM lol unless mechanics dictate otherwise which honestly they don’t just make a healer do the mechanic a ranged otherwise would.
I just mentioned how this may make things worse for ranged, cause now people are thinking triple melee with just a BLM lol unless mechanics dictate otherwise which honestly they don’t just make a healer do the mechanic a ranged otherwise would.
No one is seriously considering triple melee.
That is a meme and a trash panda joke.
Fights are frequently built in such a way that triple melee will destroy one players dps. (Even if it is the tank that enslds up screwed).
Dbl black mage tho is a real threat sadly. And ranged do need a bump.
Alternatively tho blm and mnk need a slight nerf. Game pretty easy right now. Ive been saying this for awhile but i think the optimal balance goal is right around 1% below current DRG lvl.
I do also firmly believe that some ranged tax has to exist. They by far have mechanics the easiest because of their mobility. It absolutely shouldnt be as severe as it currently is, but it does need to exist.
Also the SAM balance didnt math NIN right. Nins think the lineup will be MNK>>SAM>DRG=NIN
But its still up in the air till seen in practice via parses.




Actually, yes they are. Neither Voidwalker nor Leviathan have any Range specific mechanics outside Black Smokers. And you can just have a the Scholar handle it. There's also a very real possibility triple melee works for Titan, albeit it with some janky movements. The first set of triangles would just require pulling Titan a bit further back so he's reachable at max melee. Or you have a PLD save their Holy Spirit window for this point. The Merry-go-round is a bit... odd. How you would theoretically handle it is by having them stay in melee range then momentarily step out to drop their triangle marker just before it goes off. They'd lose a couple GCDs but it's manageable. You should skip the last set entirely.No one is seriously considering triple melee.
That is a meme and a trash panda joke.
Fights are frequently built in such a way that triple melee will destroy one players dps. (Even if it is the tank that enslds up screwed).
Dbl black mage tho is a real threat sadly. And ranged do need a bump.
Alternatively tho blm and mnk need a slight nerf. Game pretty easy right now. Ive been saying this for awhile but i think the optimal balance goal is right around 1% below current DRG lvl.
I do also firmly believe that some ranged tax has to exist. They by far have mechanics the easiest because of their mobility. It absolutely shouldnt be as severe as it currently is, but it does need to exist.
Also the SAM balance didnt math NIN right. Nins think the lineup will be MNK>>SAM>DRG=NIN
But its still up in the air till seen in practice via parses.
Now that's all speculation on my part, and I certainly don't see PF ever attempting this. But at least two fights are 100% triple melee friendly.
"Stand in the ashes of a trillion dead souls and ask the ghosts if honor matters."
"The silence is your answer."
How do triple melee work on E2S tower mechanics tho? Sure it is not a huge dps loss and tanks are doing less damage than SB so losing tank gcds is not a huge issue, but I can't see how you do that without at least some loss.Actually, yes they are. Neither Voidwalker nor Leviathan have any Range specific mechanics outside Black Smokers. And you can just have a the Scholar handle it. There's also a very real possibility triple melee works for Titan, albeit it with some janky movements. The first set of triangles would just require pulling Titan a bit further back so he's reachable at max melee. Or you have a PLD save their Holy Spirit window for this point. The Merry-go-round is a bit... odd. How you would theoretically handle it is by having them stay in melee range then momentarily step out to drop their triangle marker just before it goes off. They'd lose a couple GCDs but it's manageable. You should skip the last set entirely.
Now that's all speculation on my part, and I certainly don't see PF ever attempting this. But at least two fights are 100% triple melee friendly.

There are some jobs that are better for progging like RDM, there are others that are immune to movement mechanics like ranged DPS, so it seems fair that those who are weak to mechanics (casters and melee) have higher DPS than those who can move freely and have 100% uptime no matter what.
High risk high reward VS low risk low reward.
If they lower the damage on high risk jobs there will be no point to bring them over low risk jobs.




Nobody is saying that ranged DPS should do the same damage as melee DPS, they are saying that the disparity in the damage is causing parties to not value ranged at all.There are some jobs that are better for progging like RDM, there are others that are immune to movement mechanics like ranged DPS, so it seems fair that those who are weak to mechanics (casters and melee) have higher DPS than those who can move freely and have 100% uptime no matter what.
IMO ranged should be rebalanced to have high utility while keeping their current damage, this would make parties value them while still balancing them against their benefits. That won't happen though, so more damage is needed to make them viable.

Is there any job unable to complete the hardest content due failed DPS checks? No. Therefore it's just a matter of community perception. Same thing happens in other games like WoW where if you don't play X job you aren't invited into groups despite being perfectly capable of clearing the content. Elitism is what kills the jobs, not a 2k DPS difference.Nobody is saying that ranged DPS should do the same damage as melee DPS, they are saying that the disparity in the damage is causing parties to not value ranged at all.
IMO ranged should be rebalanced to have high utility while keeping their current damage, this would make parties value them while still balancing them against their benefits. That won't happen though, so more damage is needed to make them viable.
There was an exceptional case which was NIN, being melee with it's utility gutted and being bottom DPS, but they already buffed it so now it's time to see how those buffs affect the rankings.
I'm also a big defensor of Easy job = low damage and Hard job = high damage, despite the controversy when measuring difficulty.
Of course there are others that need fixes, DNC needs a slight damage buff and SMN needs a complete rework beacause this oGCD spam is maddening.
It's nmot elitism. It's people choosing the path of least resistance. Same reason why no one wants 70 raids for roulette instead of 50 etc Whatever makes things easier people will always gravitate towards.Is there any job unable to complete the hardest content due failed DPS checks? No. Therefore it's just a matter of community perception. Same thing happens in other games like WoW where if you don't play X job you aren't invited into groups despite being perfectly capable of clearing the content. Elitism is what kills the jobs, not a 2k DPS difference.
There was an exceptional case which was NIN, being melee with it's utility gutted and being bottom DPS, but they already buffed it so now it's time to see how those buffs affect the rankings.
I'm also a big defensor of Easy job = low damage and Hard job = high damage, despite the controversy when measuring difficulty.
Of course there are others that need fixes, DNC needs a slight damage buff and SMN needs a complete rework beacause this oGCD spam is maddening.

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