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  1. #30
    Player
    Hyrist's Avatar
    Join Date
    Oct 2011
    Location
    Next to a dead Snurble.
    Posts
    1,969
    Character
    Lin Celistine
    World
    Goblin
    Main Class
    Dragoon Lv 90
    The Glass Cannon argument does not matter when you've a tank who becomes your defense that pretty much never loses hate.

    The MP pool limitations matter for nothing when your optimal MP usage per convert cycle dwarfs the DPS of melee jobs, even when both groups are supported by Bard Songs.

    Put simply, there's just too much that favors bypassing range for security. Right now Melee Jobs are at greater risks than glass cannon ranged classes because Mages and Rangers are simply out of a good bulk of the AoE ranges. Additionally, the limited range of Melee causes mobile opponents to suffer less DPS from Melee classes.

    The risk/reward scaling in the game as it stands is skewed heavily in favor of ranged classes, and the Melee Classes are not getting any extra returns for that skew. If anything, the concept of 'low defense, high yeild' doesn't apply anymore because simply the need for defense is being bypassed on the account of ranged jobs.

    This could be balanced out if monsters started using AoE attacks that had safe zones closer to the monster, like Garuda's Conal. Or had more attacks that hampered ranged DPS, like the THF Moogle's MP drain attack. But right now these aren't balanced as such to create a level playing field yet.

    So either the output of Melees should be increase to compensate for the risks of range and positioning above risks of defense and HP, or fight mechanics need to be made to keep Ranged players on their toes and suffering breaks in DPS due to circumstance as well. Cause right now, Damage is a threat either even across the board, (IE, things that would one-shot a Mage would likely One Shot a Melee too.) or leans heavily against melee.
    (9)
    Last edited by Hyrist; 05-25-2012 at 08:48 AM.