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  1. #1
    Player
    Jade_Tyrant's Avatar
    Join Date
    Apr 2022
    Posts
    85
    Character
    Tyra Jade
    World
    Famfrit
    Main Class
    Red Mage Lv 100
    Quote Originally Posted by ZiraZ View Post
    Small hitboxes are more fun and wall bosses are boring.
    But you need to buff melee even more than they already are to compensate, look at the latest crit dungeon to see how even a little downtime kills the huge melee number advantage that exists in savage raids, but I don't know if the devs are even competent anymore to adjust for things like this without hurting other raid modes.
    Wasn't the whole point of melee's "huge number advantage" supposed to have been because they had to deal with disengaging from the boss? To my knowledge, their higher damage was meant to compensate for that difference, and the reward for fight optimization was that you could reduce your downtime in order to get higher damage.

    I don't know if that fight optimization properly exists in Criterion dungeons or not, but I wouldn't think that melee would really need much buffing just because bosses would be harder to have full uptime on.
    (13)

  2. #2
    Player
    ZiraZ's Avatar
    Join Date
    Dec 2021
    Posts
    536
    Character
    Zira Zira
    World
    Jenova
    Main Class
    Dragoon Lv 100
    Quote Originally Posted by Jade_Tyrant View Post
    Wasn't the whole point of melee's "huge number advantage" supposed to have been because they had to deal with disengaging from the boss? To my knowledge, their higher damage was meant to compensate for that difference, and the reward for fight optimization was that you could reduce your downtime in order to get higher damage.

    I don't know if that fight optimization properly exists in Criterion dungeons or not, but I wouldn't think that melee would really need much buffing just because bosses would be harder to have full uptime on.
    The problem is as fights get more complicated you also get mechanics that would be absolutely impossible to ever get uptime if the boss was not a giant hitbox that covers the entire room, Aloalo is full of this and it shows how modern complex mechanics would be a snoozefest in 8 man content for most melee.
    I guess just saying buff melee is a bad way to put it, if hitboxes are shrunk I would like for melee to gain range abilities that allow them to keep their rotation flow in some capacity while not in melee. Instead of just low potency range attack spam while waiting for the boss to resolve the mechanic you solved 10 seconds ago in your head but cannot go back to melee without killing everyone or because the mechanic made you lose complete control of your character's movement as it slowly resolves in slow motion.
    (1)

  3. #3
    Player
    Supersnow845's Avatar
    Join Date
    Aug 2021
    Location
    Gridania
    Posts
    6,420
    Character
    Andreas Cestelle
    World
    Jenova
    Main Class
    Scholar Lv 100
    Quote Originally Posted by ZiraZ View Post
    The problem is as fights get more complicated you also get mechanics that would be absolutely impossible to ever get uptime if the boss was not a giant hitbox that covers the entire room, Aloalo is full of this and it shows how modern complex mechanics would be a snoozefest in 8 man content for most melee.
    I guess just saying buff melee is a bad way to put it, if hitboxes are shrunk I would like for melee to gain range abilities that allow them to keep their rotation flow in some capacity while not in melee. Instead of just low potency range attack spam while waiting for the boss to resolve the mechanic you solved 10 seconds ago in your head but cannot go back to melee without killing everyone or because the mechanic made you lose complete control of your character's movement as it slowly resolves in slow motion.
    Yes but that doesn’t change the fact that melee aren’t supposed to just do more damage because, it was meant to be a compensation mechanism for downtime, they do 10% more damage but in exchange have 10% of the time when they can’t hit the boss

    Melee currently just do more damage completely arbitrarily while the casters/range/healers get left to the side feeling like glorified cheerleaders for the melee/BLM/tanks
    (12)

  4. #4
    Player
    Valence's Avatar
    Join Date
    Oct 2018
    Posts
    4,030
    Character
    Sunie Dakwhil
    World
    Twintania
    Main Class
    Machinist Lv 100
    Best thing with teleporting bosses is when they strafe right above your head and your cast (doesnt even need to have a cast time) just cancels. DENIED.

    Quote Originally Posted by Supersnow845 View Post
    Yes but that doesn’t change the fact that melee aren’t supposed to just do more damage because, it was meant to be a compensation mechanism for downtime, they do 10% more damage but in exchange have 10% of the time when they can’t hit the boss

    Melee currently just do more damage completely arbitrarily while the casters/range/healers get left to the side feeling like glorified cheerleaders for the melee/BLM/tanks
    Always have done so anyway, most savage fights used to be optimized to the bone already before EW even kicked in. People paid less attention to it because before shb rphys had other mandatory purposes, and casters were outputting as much as melees until recently.
    (9)

  5. #5
    Player
    VentVanitas's Avatar
    Join Date
    Feb 2020
    Posts
    676
    Character
    Seiko Hanamura
    World
    Kujata
    Main Class
    Black Mage Lv 100
    Quote Originally Posted by Valence View Post
    Best thing with teleporting bosses is when they strafe right above your head and your cast (doesnt even need to have a cast time) just cancels. DENIED.
    this more than anything pisses me off the most about giant hitboxes, way easier for them to clip casts/GCDs because their fat ass happened to nudge you while zipping around the arena. it's especially noticeable in the EW ally raids, or dungeons like Lapis Manalis and Lunar Subterrane where there's bosses that love jumping all over the damn place. it feels like I'm fighting with the game and not the actual boss.
    (5)

  6. #6
    Player
    Aco505's Avatar
    Join Date
    Dec 2021
    Posts
    818
    Character
    Aco Nale
    World
    Moogle
    Main Class
    Dragoon Lv 100
    Quote Originally Posted by ZiraZ View Post
    Small hitboxes are more fun and wall bosses are boring.
    But you need to buff melee even more than they already are to compensate, look at the latest crit dungeon to see how even a little downtime kills the huge melee number advantage that exists in savage raids, but I don't know if the devs are even competent anymore to adjust for things like this without hurting other raid modes.
    Yeah, the main issue with melee downtime is that there's little to no options at range. For instance, spamming Piercing Talon for big DPS losses simply feels bad because it's not engaging.

    Casters and healers* have plenty of tools to deal with their main problem, movement, and so can keep their rotation going whereas most melee simply can't. Only NIN and to a lesser extent RPR have some limited tools to deal with it.

    *Not all healers are equal. SGE is clearly above when it comes to movement tools compared to the others and especially AST, who is quite immobile outside of 2-min buffs.

    Quote Originally Posted by ZiraZ View Post
    The problem is as fights get more complicated you also get mechanics that would be absolutely impossible to ever get uptime if the boss was not a giant hitbox that covers the entire room, Aloalo is full of this and it shows how modern complex mechanics would be a snoozefest in 8 man content for most melee.
    I have been doing Aloalo savage and optimizing my uptime and positionals. There's RNG involved but you can greatly reduce the amount of Piercing Talons (can do the first boss with as little as 0-1) with proper strategies and even then my SMN will always be quite close to me in DPS as evidenced by the aggro list. While not a perfect metric by any means, it is an indication that working so hard towards my uptime barely puts me above or close.

    It's also partially an issue of DRG being a buff job that performs better in 8-people content but still. When you factor downtime, the differences between melee and ranged jobs become less pronounced. The "best" jobs for Criterion are the more "selfish" jobs, to no one's surprise.
    (1)