Ninjas are probably a little too durable given their kit, but the rest of the melee modifiers are completely fine. They need that durability else they'd never be able to engage in a fight and would just be instant wiped by the zerg.
Ninjas are probably a little too durable given their kit, but the rest of the melee modifiers are completely fine. They need that durability else they'd never be able to engage in a fight and would just be instant wiped by the zerg.
Wasn't there a difference in modifier between certain melee jobs? Why is it all the same now?
And why is it the same as tanks when tanks don't have access to the same escape buttons melee jobs have?
I don't play frontlines but "never be able to engage in a fight" doesn't sound like a problem to me. Even in CC, it seems like half the time melee dps are trying to or forced to fulfill the role of tank because there's no composition minimums to guarantee they aren't put in that type of stress. The problem is that when they do have a frontline tank and aren't the one's engaging, they become a pain to deal with because they're another bullet sponge but actually hurt.
I could see Melee DPS having what was the original DR, -40%? And keep the tanks at the flat -60% because they're well... tanks. But that seems a little too far-fetched of a compromise for them to implement. When you need 5+ people to pull down one melee, it kind of is sad. I'm usually one of the 5, but I tried melee out and I felt it first hand. It isn't my main in PvP, but I still had a notion of what it was like.
You either CC to death or just pray your group can burst good enough and even then it is just not that fun.
At that point when using range I just pick the most likely of suspects on who is the most dangerous or plain unlucky enough and consistently lock them down with stuns and binds. Doesn't do me any favors since it paints a big target on my popoto back. But I would be remiss in saying I don't find it funny to see a melee panic from time to time. You have your -60% DR yes. But you're still susceptible to stuns, binds, and sleep. Get hit with one and it's panic mode if your teammates catch on. And teaches newer melee players to not count too much on that to survive especially in a tug'o'war like CC, or heavens forbid FL with the pack/horde mentality.
Bump. Lower melee damage reduction in frontlines, it's simply too much. Please fix paladin cover bug and while you're at it add rival wings into a roulette, because I was really looking forward to playing it, but can't get a game to pop.
Maybe look at buffing dancers a bit. 15 yard radius feels horrible. Do whatever you have to do balance wise to make this happen please. Would be great if dancers could target the center of their limit break aoe from farther away instead of an aura around themselves, so they don't have to be in the worst possible place to be as Rdps to use their lb.
honestly i want piercing talon back, there was no reason to remove any of those ranged abilities for melee classes.
Its so nice to read that its not just be being utterly useless lol...
Yeah I absolutely hate it and it makes no sense. They're basically unkillable now, all while they deal the highest damage.
I certainly gave up trying to kill ninjas and dragoons unless I have a good number of people with me, because it's like hitting a brick wall indeed, a break wall that, as healer, can pretty much one-shot me.
It's ridicolous how tanks are actually easier to kill than melee now. But no, let's keep giving melee more armor until they can ascend to straight out godhood.
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