Page 1 of 2 1 2 LastLast
Results 1 to 10 of 11

Hybrid View

  1. #1
    Player
    ChiefCurrahee's Avatar
    Join Date
    Mar 2011
    Posts
    959
    Character
    Chief Currahee
    World
    Balmung
    Main Class
    Lancer Lv 60

    Combo position modifiers killing melee?

    Just a little qq here.

    Is it me, or does melee seem to get the short end of the stick when it comes to keeping up the DPS on mobs due to positional modifiers on the combo system?

    I'm directly relating this to Archers use of combos in extended battles.

    An Archer just needs to be 8 yalms away to make their combos works.

    a melee needs to be front/back/side to side to keep up the DPS.

    Not saying it's impossible to clear content with melees because of this, but it's much easier to clear content with ranged classes being able to perform just as well stationary out of harms away.

    What if melee were able to chain their combos from any position. But only benefit of the additional effects like stun, paralyze, slow,blind ect ect *IF* they are done from the correct modifying position?
    (5)

  2. #2
    Player Risae's Avatar
    Join Date
    Mar 2011
    Location
    Ul'dah
    Posts
    483
    Character
    Risae Nyan
    World
    Louisoix
    Main Class
    Gladiator Lv 90
    Yup. Thanks to my 5 seconds delay i'm not able to chain my combos in a serious fight as a dragoon.
    (2)

  3. #3
    Player
    Frein's Avatar
    Join Date
    Aug 2011
    Posts
    652
    Character
    Frein Mannis
    World
    Ragnarok
    Main Class
    Arcanist Lv 50
    It's definitely a problem and there is no counterbalancing damage advantage in meleeing, either.

    I don't actually think counterbalancing by giving melee higher damage output is a very good way to design a game (encounter mechanics should do this), but just saying.
    (0)

  4. #4
    Player
    Zetsumei_Tsunarashi's Avatar
    Join Date
    Mar 2011
    Location
    Shadowlord Server
    Posts
    1,601
    Character
    Zetsumei Tsunarashi
    World
    Sargatanas
    Main Class
    Summoner Lv 100
    Also don't forget archer only has to be 8 yalms away for the first WS in a combo, after that you can do the rest of the combo without any position requirements. Sounds fair ? Right ?

    Just sayin'
    (0)

  5. #5
    Player
    Sawamura's Avatar
    Join Date
    Mar 2011
    Location
    Norway Zodiark and hyperion
    Posts
    171
    Character
    Rygart Sawamura
    World
    Zodiark
    Main Class
    Samurai Lv 90
    Running around with combo position I dont mind it is more fun then just run n gun. However
    I think right now is too unfair for lnc/drg, gld/pld and pug/mnk.
    lnc/drg and pug/mnk is too hard to win against blm dps with most battle now.
    mnk can outparse blm only at lastboss AV with fist of fire and semi good with moogle.
    LNC/DRG is basicly a dead weight with all raid or primal boss fight except princess ant. DRG suffer too much with eat AoE while with not much buff for dps.

    DRG and mnk should at least get more buff with dps if they going to suffer eat most close range AoE for not far behind blm while running front and back with avoid AoE.

    BLM is complete suffer nothing while doing full DPS since most of fight they get ballad and minuet and no eat AoE. Even the Longest AoE like Voice of Dragon mean nothing to blm. The only I ever see blm actually need to run is ifrit plume/Eru or Garuda Mistral Song.

    PLD is complete lose to war tank with ability. Should give pld buff with def and block/parry rate since they are not dps tank like war with crit hit heal or bloodbath steelcyclone. or Need most people hate with nerf at war.

    People is so simple mind if they find out is easy win with X party set. Most of people will just keep going with same party set over and over. Only very few number of people will accept the "Will of challenge" or they just getting enough good gear and bore with same set.
    (3)

    Make no mistake. I'm not you alliances. I'm here cause I just do what I felt is right thing to do.

  6. #6
    Player
    Taei's Avatar
    Join Date
    Oct 2011
    Posts
    175
    Character
    Taei Tertots
    World
    Balmung
    Main Class
    Carpenter Lv 90
    Yeah I agree, especially with the lag involved. >.< Combo positions are definitely hurting melee.
    (0)

  7. #7
    Player
    Roaran's Avatar
    Join Date
    Mar 2011
    Posts
    675
    Character
    Ajax Sol
    World
    Excalibur
    Main Class
    Marauder Lv 50
    The matter of fact is, for High Level monsters (particularly the kind fought as raid bosses), require high levels of input for less damage output than those of the ranged classes (ARC/BRD & THM/BLM). Is it any wonder why people often stack these classes?

    It is a general rule, due to the direct design or oversight of the battle team, that it is easier to use ranged classes than melee.

    That said, higher levels of input ( I refrain from calling it skill, as I do not equate such things ) should directly result in higher levels of output (Notice not just damage. The output should be measured in how valuable bringing said class/job to a party would be).

    The next rational step would be to either change either melee output/input or ranged output/input. The battle team has yet to announce any of these changes, so I would not expect to see anything in the near future. They even openly admitted to failing to balance the 1.21 dungeons and promised to fix things for garuda. Said imbalances still exist; but, albeit at a lesser degree.

    http://forum.square-enix.com/ffxiv/t...d-a-Suggestion

    I made this thread only after a few hours of testing the combo system. I still think many of the ideas would be vast improvements. I still fault the battle team for making so many mistakes, but I will be glad to give them praise should they begin to do something well.
    (1)

  8. #8
    Player
    Join Date
    Mar 2011
    Location
    Masamune (Wutai)
    Posts
    178
    5 BLMs with over 360 INT kill the DDs, not combo's lawl.

    (I'm a WAR lover, I'll be QQing after Steel Cyclone Nerf)
    (1)

  9. #9
    Player
    ChiefCurrahee's Avatar
    Join Date
    Mar 2011
    Posts
    959
    Character
    Chief Currahee
    World
    Balmung
    Main Class
    Lancer Lv 60
    Quote Originally Posted by Geo View Post
    5 BLMs with over 360 INT kill the DDs, not combo's lawl.

    (I'm a WAR lover, I'll be QQing after Steel Cyclone Nerf)
    even with melee with maxed out stats can not keep up their DPS w/o using combos. Brd and Blm have no positional requirements.
    Do you think 5 blm with 360 int would be able to keep up the same DPS if they had to use Thunder from the front, Thundara from the side, and Thundaga from the back. EVERY TIME?

    Position in a combo should only effect the "bonus effect" the requirements to complete a combo should rely solely on using WS in the correct order.
    (1)

  10. #10
    Player

    Join Date
    Mar 2011
    Posts
    144
    Quote Originally Posted by ChiefCurrahee View Post
    even with melee with maxed out stats can not keep up their DPS w/o using combos. Brd and Blm have no positional requirements.
    Do you think 5 blm with 360 int would be able to keep up the same DPS if they had to use Thunder from the front, Thundara from the side, and Thundaga from the back. EVERY TIME?

    Position in a combo should only effect the "bonus effect" the requirements to complete a combo should rely solely on using WS in the correct order.
    For balance sake, with Hate being a non-issue, THM/BLM should be doing more damage than melee DD's when those melees are not using/able to use combos, but when they do use combos they should be doing more damage than the THM/BLM.

    I think part of the issue is that THM/BLM's are able to stay in passive mode for the passive MP refresh. Maybe decreasing their damage when they're in passive and making it equal to how they are now when they're in active mode.
    (1)

Page 1 of 2 1 2 LastLast