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  1. #1
    Player
    bass9020's Avatar
    Join Date
    Jun 2011
    Location
    Gridania
    Posts
    1,038
    Character
    Versatile Bottom
    World
    Faerie
    Main Class
    Summoner Lv 90

    Remove melee throw weapon abilities?

    With how the game is now, rushing and zerging through yawn fest dungeons and less tactical boss fights is there any reason to still have the throwing weapon ability for DRG, NIN and SAM(more so the level that they get the skills at)

    The reason I bring this up is, DRG doesn't get their first aoe ability until level 40 and NIN does not get theirs until level 38! Both MNK and SAM get aoe skills fairly early on in there leveling kit. Why not instead of having the level 15 class quest be throwing weapons allow DRG and NIN to get there first aoe skills at that level? Most of the time I never see people use the throwing attack and at most it would be for more min maxers who only care about uptime.
    (1)

  2. #2
    Player
    Ramura_Sono's Avatar
    Join Date
    Aug 2013
    Location
    Ul'dah
    Posts
    124
    Character
    R'amura Sono
    World
    Adamantoise
    Main Class
    Miner Lv 80
    Only if you let both monk and samurai have their first aoe at 15 too.
    (2)

  3. #3
    Player
    bass9020's Avatar
    Join Date
    Jun 2011
    Location
    Gridania
    Posts
    1,038
    Character
    Versatile Bottom
    World
    Faerie
    Main Class
    Summoner Lv 90
    Quote Originally Posted by Ramura_Sono View Post
    Only if you let both monk and samurai have their first aoe at 15 too.
    I totally meant to say that in my post but forgot im sorry! ^^
    (1)

  4. #4
    Player
    Tint's Avatar
    Join Date
    Aug 2013
    Location
    In the right-hand attic
    Posts
    4,325
    Character
    Karuru Karu
    World
    Shiva
    Main Class
    Fisher Lv 100
    While niche, these skills are pretty usefull when you are solo in deep dungeon or Eureka or even in the open world while doing your story or fates. You can pull single enemies with these skills without running into the pack and risk to pull all of them and get killed.
    (13)

  5. #5
    Player
    bass9020's Avatar
    Join Date
    Jun 2011
    Location
    Gridania
    Posts
    1,038
    Character
    Versatile Bottom
    World
    Faerie
    Main Class
    Summoner Lv 90
    Quote Originally Posted by Tint View Post
    While niche, these skills are pretty usefull when you are solo in deep dungeon or Eureka or even in the open world while doing your story or fates. You can pull single enemies with these skills without running into the pack and risk to pull all of them and get killed.
    Fair enough, at the very least a different level for them would be better
    (0)

  6. #6
    Player
    Videra's Avatar
    Join Date
    Nov 2018
    Posts
    738
    Character
    Videra Svenay
    World
    Balmung
    Main Class
    Warrior Lv 83
    Let's not remove more things than have already been lost.

    Signed, a Scholar main.
    (14)

  7. #7
    Player
    bass9020's Avatar
    Join Date
    Jun 2011
    Location
    Gridania
    Posts
    1,038
    Character
    Versatile Bottom
    World
    Faerie
    Main Class
    Summoner Lv 90
    Quote Originally Posted by Videra View Post
    Let's not remove more things than have already been lost.

    Signed, a Scholar main.
    replaced and or moved to a different level seems more ideal, yes.
    (2)

  8. #8
    Player
    CKNovel's Avatar
    Join Date
    Aug 2019
    Posts
    1,907
    Character
    Cassia Kaedhan
    World
    Ragnarok
    Main Class
    Gunbreaker Lv 100
    I don't think they should remove the "throw" or "melee-ranged" abilities but instead upgrade them.

    They should not interrupt combo, that's already what makes them impractical.
    In my opinion, they should be a combo, a 2 GCD combo filling gauge/resetting buff duration like current AoE combo actually do.

    The tricky part would be to balance these abilities to make sure they're not a big loss, but strong enough to cover the moments where melees needs to take more risks than casters/ranged to just hit the boss.
    It could be like the GNB's second combo, the first GCD is on an independant cooldown. Even with the current "Throw" not breaking combos, I doubt they would be used more than once every 30s.

    I see two scenarios:
    -Cooldown based GCD with a follow-up/special effect (Ex: Increase by XX potency your next melee GCD)
    -Ranged Combo with gauge/self-buff refresh effect.

    In any cases, ranged abilities for melees should not interrupt their combos.
    (7)

  9. #9
    Player
    Akiudo's Avatar
    Join Date
    Sep 2015
    Posts
    514
    Character
    Narumi Akiudo
    World
    Alpha
    Main Class
    Bard Lv 90
    Quote Originally Posted by CKNovel View Post
    I don't think they should remove the "throw" or "melee-ranged" abilities but instead upgrade them.

    They should not interrupt combo, that's already what makes them impractical.
    In my opinion, they should be a combo, a 2 GCD combo filling gauge/resetting buff duration like current AoE combo actually do.

    The tricky part would be to balance these abilities to make sure they're not a big loss, but strong enough to cover the moments where melees needs to take more risks than casters/ranged to just hit the boss.
    It could be like the GNB's second combo, the first GCD is on an independant cooldown. Even with the current "Throw" not breaking combos, I doubt they would be used more than once every 30s.

    I see two scenarios:
    -Cooldown based GCD with a follow-up/special effect (Ex: Increase by XX potency your next melee GCD)
    -Ranged Combo with gauge/self-buff refresh effect.

    In any cases, ranged abilities for melees should not interrupt their combos.
    i wouldn't even make it so complicated, just buff them slighly/give some where non exist right now and make it so they don't interrupt combos, while where at it do the same for tanks, melees really don't need to have ranged rotations or whatever, just making it so that being out of range sucks slightly less than it does right now would totally do the trick
    (2)

  10. #10
    Player
    SamRF's Avatar
    Join Date
    Aug 2018
    Posts
    766
    Character
    Kiro Isamu
    World
    Zodiark
    Main Class
    Rogue Lv 81
    Quote Originally Posted by CKNovel View Post
    I don't think they should remove the "throw" or "melee-ranged" abilities but instead upgrade them.

    They should not interrupt combo, that's already what makes them impractical.
    In my opinion, they should be a combo, a 2 GCD combo filling gauge/resetting buff duration like current AoE combo actually do.

    The tricky part would be to balance these abilities to make sure they're not a big loss, but strong enough to cover the moments where melees needs to take more risks than casters/ranged to just hit the boss.
    It could be like the GNB's second combo, the first GCD is on an independant cooldown. Even with the current "Throw" not breaking combos, I doubt they would be used more than once every 30s.

    I see two scenarios:
    -Cooldown based GCD with a follow-up/special effect (Ex: Increase by XX potency your next melee GCD)
    -Ranged Combo with gauge/self-buff refresh effect.

    In any cases, ranged abilities for melees should not interrupt their combos.
    I think the fact that they do disrupt combo makes it a little more interesting as well as satisfying when you manage to finish a combo right before having to move away. It also give more value to the Skill Speed substat. I believe melee should still mostly be melee, they'd be half ranged if those throwing abilities didn't break combo and had a combo of themselves, it imo removes some of the charm of being a melee and I think you can expect an overall dps nerf to compensate for their ability to have no downtime at all without sacrificing anything.
    (3)

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