Quote Originally Posted by AnnRam View Post
The amount of disadvantages melee DPS jobs have in PVP its ridiculous,stupid, non-sense most of the time melee jobs have to spam range attacks and engage every 60 seconds when fetter ward its up.

Then you as SE for some reason decided to give Warriors(they are immune to everything in PVP with their buff) Holmgang an skill that PULLS YOU IN from 20 km away, leave you stuck unable to move and is basically death sentence to every melee job that tries to get close to do THEIR JOB except for DRGS because their elusive jump its the only way to play around it, making the frontline experience frustrating because you can't simple engage with so many WARRIORS on the opposite raids, its very normal to get Holmgang even 3 times in a row because it doesn't leave a "buff" in your character when you get sleep/slow/bind/stun etc.

Of course if getting Holmgang every time I decide to engage you give to every single RANGE JOB a silence,bind,slow,AOE stun/Sleep/push/drag in skill meanwhile only NIN can silence for 1 second but at melee range, tell me how its this fair? you are telling us that playing melee dps in frontline its throwing unless you come with a premade and 2-3 pocket healers baby sitting you all the way.

Melee DPS jobs can't stun/silence(only Nin)/slow/interrupt but all the range/tanks jobs can.
Melee DPS jobs can't engage properly but its ok that a Black mage can burst for 7k tapping 2 keys in 2 seconds window.
Melee DPS have the same the same amount of HP than TANK jobs but without any defensive skill unless you play MNK/Reaper but then again 6 seconds its miserable, you can't get it without fetter ward which already have 60 seconds CD.

Also why in the world Healers jobs can use POTIONS? it takes 2-3-4 people to take down a single WHM because they have so many tools to remove status, remove bind/slow,silence, burst heal,damage reduction, use LB and of course use 3 potions, I saw so many many times a WHM running from our respawn in seal of rock to His/her respawn while getting hunt by 3 people and yet he/she could survive, this its just ridiculous.

I truly hope the next PVP version FFXIV fix all the issues because right now its nothing but a clown fest.
In 5.3 the final adjustments to frontline PVP were made, in it:
- The bonus to damage dealt for tank and melee DPS roles has been reduced from 15% to 10%.
- Bonus to damage reduction for dragoon and ninja has been reduced from 30% to 25%.
- Bonus to damage reduction for red mage has been increased from 0% to 20%.

The damage reduction was due to melee being too STRONG at the time, while adding less defensives for melee jobs with more range abilities(DRG and NIN). In all, melee's and tanks have passive damage and mitigation due to their disadvantages in Frontlines and Rival Wings. In the end it comes down to player skill, and your ability to play as a team. Not to mention all the melees have an escape ability(Shukuchi, Elusive Jump, Hissatsu: Soten, and Hell's Ingres/Egress) with the exception of MNK, who still retains it's 3 Shoulder Tackles that will most likely change to their new movement ability.

Ranged get CC due to their lower damage, and the fact that they lack the HP or defensives that melee have. It's all in the balance of the game. Tanks soak as much damage and CC's as they can, while also providing useful stuns or draw-ins as well as party defensive buffs. Healers heal and shield and Esuna and Rescue. Range do poke damage from afar with some CC, and Melee do the most damage with many moves that execute. Potions were given to every job when they severely nerfed the amount of outgoing healing healers can do, in order to 1.Nerf how strong the role was and 2.Help address the lack of healers on Frontline queues. Yes, healers are hard to kill, but they hardly do any damage, don't really have any CC, and are usually the number 1 target in Frontlines, making their survivability a necessity.

Lastly, if you as a melee are diving head first into a group of 24 enemies with no tank to peel and no healer to keep you alive, that's on you. Whilst it's arguably easier to get Battle High on DRG and NIN with their AoE cleave abilities, achieving it on the other melee jobs isn't that hard of a feat, and is a lot easier if you pre-make a four man to include a tank and healer to work with you. You're not supposed to be able to dive into an enemy team and do whatever you want and stay alive, that would be broken. Even as a tank I can only stay in the middle of an enemy team for as long as I have cooldowns for it until I reach Battle High. Play around your abilities, play WITH your team, don't be the center of attention to an enemy, and focus on survival first and foremost until you get Battle High, then you can go off. If Holmgang annoys you that much, just go DRG who has a built in anti-Holmgang ability with Elusive Jump.