I never stated MCH was bad except for Bioblaster which could be reworked. I just hit platnium and I have only been playing the game for like a week. I do a lot of research when it comes to things and have spammed quite a few non ranked matches to test different things out and learn what to look for. My biggest issue was the fact that melee again has too many gap closers. A range class should not have to jump into a jumbled up cluster of a fight with all the melee because one of their abilities requires them to do so. EX: MCH bioblaster has crap range but the skill after is good, another EX: RDM is a range class and yet half these RDM I see are just chasing people across the map smacking with their staves. (ironically its funny to see but annoying at the same time) Whats crazy though is giving melee long(er) range attacks compared to range in some cases that even hit harder than some range spells. Yea, I might not know every little thing, however I after queing 100 some games mixed of both ranked and none ranked I feel some rework does need to be done. With that said I know this new patch did change a lot and many like myself are enjoying it even though it can be frustrating at times in solo with very little communication, but hopefully in future patches things do improve.
Those are really tangential issues: I can see blaster being annoying since you have to use it to rotate to the next weapon, but that really has nothing to do with gap closers for melee.
You mean swords? RDM is as much of a ranged job as NIN is a melee job, melee rotation is a big part of RDM burst, as is throwing shurikens for NIN. It's best to disregard the role markers in pvp altogether and just look at what jobs bring to the table individually.
I know that they're sword-shaped, but as long as those things hit like sticks, they're just sticks. If they want to be called swords, let them have auto-attacks worthy of that tittle and THEN I'll call them swords. Otherwise, they're just sword-shaped sticks.
LOL the new harry potter swords! Those melee attacks from range classes are still strong, I've been hit with a 13k from that RDM one. (never really played RDM so don't remember name) They are a damn caster/magic ranged class.
Back to the gap closers, a samurai has 3 charges, a dragoon has leaps, I can keep going..oh and ninja also has range attacks. While a monk knock back does like half the damn map, a scatter shot IF it knocks back barely moves the person and its delayed hard. Range has no real abilities to keep their distance from a melee yet melee has ability to move faster out of fights to LOS as well as just pummel someones face in cuz they can keep their uptime. I get it, people will complain bout range dominating if melee can't keep on them. Having 1 charge to get in and a leap to get out is fine. Means watching what you do and being more aware of what is happening. The skill ceiling will rise for some classes.
Example: (if scatter shot did 25 yrd knock back)
Warrior uses charge to come at a machinist - machinist uses scatter shot to get distance but then warrior leaps on top or away if he knows the machinist has Cooldowns. Now lets say the warrior leaps, the machinist should try to use stun if available(through analysis) and get some distance back. Warrior takes some hits maybe heals and uses a defensive and then charge comes back up or while waiting he uses his stun to prevent incoming damage.
A bad warrior Leaps across map - charges machinist- stuns- machinist purifies and knowing that the warrior has no mobility now scatter shots then stuns and starts doing damage.
I feel the amount of charges/abilities given should be reduced a tad.
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