I look forward to 6.0's all-caster meta. BLM, RDM, SMN, and the strongest job in the game.... BLU.
I look forward to 6.0's all-caster meta. BLM, RDM, SMN, and the strongest job in the game.... BLU.
Because the alternative is much worse. If you don't give double melee comp a slight advantage in terms of rDPS, triple ranged comp automatically becomes better in any possible scenario. This means 3 out of 6 jobs (1/2) would be guaranteed a spot, while 4 jobs would be left fighting for the last spot. Not even mentioning the fact that the 6 ranged dps jobs only have 2 different gear sets (casting and aiming), allowing a player maining one of those to freely switch to a different one. This would just make melee jobs redundant and not desirable at all and investing resources into gearing them a very risky choice. Finally, I like symmetry so a like having 4 melee jobs and 4 ranged jobs in a full party :P (and you can bet that 6.0 will give us a new melee dps)
Nope not scared. Wouldnt even mind it if ranged or casters occasionally took the spot. But i do care about fight design, and you asked for reasons so i gave you reasons. NIN doesnt even have a specific slot right now. Were still arguably the worst melee atm rdps. You didnt ask for arguments. You asked why. I gave you legit reason that you tried to turn into an arguments.
Also original design is clear and originql developer intent is absolutely still a factor. Its similar to the line: it it aint broke dont fix it. And the original design has created the fight design we have now with often 4 melee slots for mechanics being optimal and two of them taken for tanks.
The whole concept of ranged tax still humors me. Everyones like : "you cant balance around class difficulty" but then immediatly points out ranged tax because of how much it trivializes the DIFFICULTY of dealing with mechanics @_@
1k sounds about right to me as an upper bound. IE more than 1k difference is still unacceptable and goal line should be around 700 less than the top for ranged. Perfect balance isnt possible of course but trying to everything up within 1k gap would be literally 50% better than the almost 2k gap we have now.
Personally tho i think casters should basically be on par with melee as blm is and ranged should sit around 500 less dps.
doesn't change that original design was made with exactly 8 classes in mind, gave us things like the healer situation that still haunts them till today does in no way account for changed class distributions, allready has changed in many different aspects concerning the game and just because a system is running it doesn't mean it can't be improved, this isn't about fixing what aint broke, its about adapting to a changed situation, something mmo's do all the time.Also original design is clear and originql developer intent is absolutely still a factor. Its similar to the line: it it aint broke dont fix it. And the original design has created the fight design we have now with often 4 melee slots for mechanics being optimal and two of them taken for tanks.
edit:
the current raid design only gives work for 2 ranges, a third range would stand in melee range and do exactly what a melee does, while that would indeed not hurt it would also not help in the slightest, if you think having 3 ranges would be superior for things like moving away with flares than thats the kind of mechanik where melees in fact allready do some dps extra to compensate them for, but with "some" i mean like 100, not 1000. Only situation where a 3rd range would be better were if one of the ranged died and the third could take his part, but in that case one may just aswell argue that a melee is better when raidwide aoe goes out as they have more hp and def and so are less likely to die do to missing a heal or failing a mechanic that does damage in the "that can definately kill you but maybe you'll get lucky and survive" rangeBecause the alternative is much worse. If you don't give double melee comp a slight advantage in terms of rDPS, triple ranged comp automatically becomes better in any possible scenario. This means 3 out of 6 jobs (1/2) would be guaranteed a spot, while 4 jobs would be left fighting for the last spot.
great, so your advice is to simply level multiple casting an aiming classes and learning how to play all of them so you can freely switch, doesn't matter what you want to play ? cause in that case i've got a great idea for you, level yourself one of these oh so great ranged dps and just play them all the time and be happy, i mean theres no reason anyone should be able to play a certain job as we can all just change jobs to solve being undesiredNot even mentioning the fact that the 6 ranged dps jobs only have 2 different gear sets (casting and aiming), allowing a player maining one of those to freely switch to a different one. This would just make melee jobs redundant and not desirable at all and investing resources into gearing them a very risky choice.
Last edited by Akiudo; 09-10-2019 at 05:18 AM.
I'd much prefer if that 4th job spot didn't really matter much.Because the alternative is much worse. If you don't give double melee comp a slight advantage in terms of rDPS, triple ranged comp automatically becomes better in any possible scenario. This means 3 out of 6 jobs (1/2) would be guaranteed a spot, while 4 jobs would be left fighting for the last spot. Not even mentioning the fact that the 6 ranged dps jobs only have 2 different gear sets (casting and aiming), allowing a player maining one of those to freely switch to a different one. This would just make melee jobs redundant and not desirable at all and investing resources into gearing them a very risky choice. Finally, I like symmetry so a like having 4 melee jobs and 4 ranged jobs in a full party :P (and you can bet that 6.0 will give us a new melee dps)
Leaving a 1k dps difference between a melee job and a ranged job doesn't address the current issue with ranged jobs at the moment.
That issue being that a crappy melee player is worth more than an amazing ranged dps player, and that to me is utter BS
Watching forum drama be like
Melee Bias is real, Melee don't do anything more than casters, there are mechanics that are hard for melee to keep uptime on, but there the same can be said about all 3 casters (Pantokrator in o11s and Stormy Horizons) while ranged physical shouldn't ever have these issues, realistically speaking you're more likely to get fights that cater to melee than casters. Melee don't need 2 slots, they get 1, just like the other roles and the last slot should be determined by a situational need on a per job basis. the era of 2 melee is over as soon as this overbuffed role gets addressed and the other roles are properly represented.Because the alternative is much worse. If you don't give double melee comp a slight advantage in terms of rDPS, triple ranged comp automatically becomes better in any possible scenario. This means 3 out of 6 jobs (1/2) would be guaranteed a spot, while 4 jobs would be left fighting for the last spot. Not even mentioning the fact that the 6 ranged dps jobs only have 2 different gear sets (casting and aiming), allowing a player maining one of those to freely switch to a different one. This would just make melee jobs redundant and not desirable at all and investing resources into gearing them a very risky choice. Finally, I like symmetry so a like having 4 melee jobs and 4 ranged jobs in a full party :P (and you can bet that 6.0 will give us a new melee dps)
"This is what lights the darkness. A chance to make everyone happy!"
—Sora
Akuido you are taking opinions way to seriously. Your statements dont disprove any of ours. They are just a different perspective.
Heres an additional one. If range could do as much dps as melee why take melee? Why not have the whole team run physical ranged so everyone could mechanic dance however they want?
Again to me the answer lies in the fact that playing a melee is more difficult, albeit slightly, because you are dealing with positionals and mechanics interrupting your rotation, thus having to improvise to make the best of specific moments in fight sequences.
Casters have a similar difficulty cause mwchanics directly interrupt/alter their rotations.
Without incentive to play melee or caster(ie higher dps) they will become underplayed. And with melee: gear is a very concerning part. A melee savant needs 3 sets of gear to play his 4 classes. Casters and ranged have 1 each. This means job flexibility in those roles is slightly higher.
Tbh mechanics less so this current savage tier, but these things are generally true and enable the developers to create more interesting fight mechanics with that in mind.
And to finish ill say it again. Most of the above statements are perspective opinions. Please dont try to combat them as if they are facts like you've done to my comments in the past. Feel free to provide your own perspectives but trying to combat opinion, Is literally pointless.
If anything caster is doing more gimmick than any other role, its doing the ranged gimmick + casting bar gimmick, melee on the other hand always have the excuse of uptime uptime that the strat alwats allow them to do the less gimmick...
Why take a melee over a ranged in the case of them being balanced? Because you actually enjoy playing that job, that's the whole point of the balancing we want. At the moment, playing a ranged just feel like we are dragging our team down because we like the job we play.
Those 1% stats buff are just bullshit too, in a perfect world, dps player should take the job they actually enjoy and raid with it without feeling like they should play something else, like for the tanks, atm they are mostly equivalent and you can take any of them without feeling like a weight.
And being a ranged doesnt make the mechanics easy, it makes them easy for the melees and casters. it's the same thing as using your positionals, those ranged mechanics have to be considered like healer or tank mechanics, it's our job, we do it, that's it.
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