Not every movement can be covered with slidecast and Phlegma requires melee-izh range.
Which brings me to my biggest question to the design team, why do so many of your casters have one or two abilities that bring them into melee range, they are not melee jobs and the melee range is already crowded with tanks and jobs that need to be there. Seriously are we ranged casters or not make up your mind here.
Because while casters and phys ranged can stay at range, there is no benefit in doing so. On the contrary, most mechanics are far easier to resolve if people stay close to melee range (donut, cones etc) and only move out when absolutely necessary for mechanics that have limited space at melee range like spread markers. Healers have everyone in range, people with party buffs/ mitigation have everyone in range even for skills with a fairly limited range like Curing Waltz.Which brings me to my biggest question to the design team, why do so many of your casters have one or two abilities that bring them into melee range, they are not melee jobs and the melee range is already crowded with tanks and jobs that need to be there. Seriously are we ranged casters or not make up your mind here.
And SE knows that.
But then they went and made Earthly star cover nearly the entirety of every arena, also they should be able to realize that the hit box for enemies is going to get real crowded if they want all jobs to be in melee range. Can you imagine doing a 24 raid with all 24 players standing within melee range of the boss. Unless its something like Cid where alliances are separated that is going to make it real crowded.Because while casters and phys ranged can stay at range, there is no benefit in doing so. On the contrary, most mechanics are far easier to resolve if people stay close to melee range (donut, cones etc) and only move out when absolutely necessary for mechanics that have limited space at melee range like spread markers. Healers have everyone in range, people with party buffs/ mitigation have everyone in range even for skills with a fairly limited range like Curing Waltz.
And SE knows that.
Yes, most likely because one of the major complaints about Star was that the effect was very subtle and somehow people never stood in that thing because they thought "I'm a ranged hurrdurr let the healer chase me with heals hurrdurr".But then they went and made Earthly star cover nearly the entirety of every arena, also they should be able to realize that the hit box for enemies is going to get real crowded if they want all jobs to be in melee range. Can you imagine doing a 24 raid with all 24 players standing within melee range of the boss. Unless its something like Cid where alliances are separated that is going to make it real crowded.
There is no downside to the "hitbox being crowded". Every halfway decent ex or savage party spends the majority of their time stacking with 6-7 people at the back of the hitbox and the MT plus sometimes OT in front of it. If there is a spread mechanic coming up, you have ample time to spread. It works perfectly fine for mechanics that force you inside the hitbox and immediately after into a spread position like on 2nd trial ex.
The majority of people (at least the ones that knew what they were doing) were constantly stacking near the hitbox of several of the Nier alli raids. Why? Because you really don't want to try dodging a gigantic sidecleave while standing in Narnia. So, yes, I can imagine how it is: perfectly fine.
Ranges have to move out for spread mechanics and they got the tools to get back in range with a gap closer because the devs know perfectly well that dodging almost every mechanic is easier at 5y than 20y.
This game doesn't give ranges a special award for staying at max range.
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