Hahahahahaha that is rich range being more difficult than Melee.
same game devs that think a weakness dot on an auto combo melee is hard and healers having one button rotations is fine when healer damage is important to the game. yeah lol.
Guess rdm should do the most damage of all range because it has a melee combo cus its so hard to stay in the massive hitbox that have been around since shb.
It's funny when people take what the devs say as gospel just when it's convenient.same game devs that think a weakness dot on an auto combo melee is hard and healers having one button rotations is fine when healer damage is important to the game. yeah lol.
Guess rdm should do the most damage of all range because it has a melee combo cus its so hard to stay in the massive hitbox that have been around since shb.
Just because devs say this does not make it true. Melee has never been that hard when it comes to uptime, shoot ways to solve mechs always put melees first so they don't lose uptime while casters have to suffer. I say uptime-wise casters have the hardest time with mechs and uptime bc a lot of times to solve mechs it require long moments of movement. I have never once had any issues as a melee to keep uptime and time where I do need to leave a boss it is usually only for one GCD. Don't forget you are talking about a dev team that rework a caster into a basically a phy range that is completely braindead to play(smn)
Kinda ballsy from them to base their balance on this reason...
While it's true maintaining melee uptime is more difficult, the gap of difficulty doesn't excuse the current DPS gap.
I'd like anyone to tell me who had difficulty maintaining melee uptime in Pandaemonium raids, DSR, TOP, EX1 or EX2.
Current savage prog is still going on but as far as I've seen, we're not dropping a lot of GCDs...
The DPS gap between melee and PCT, when it exists and isn't in PCT's favour, is an order of magnitude smaller than the DPS gap between tanks and healers. I'd be curious to know if you'd be willing to have healers overlap with and conditionally outdamage tanks.
There's an expectation that players have going into melee of higher risk, higher adrenaline, higher damage gameplay. It always feels safer attacking from range. The devs design for that experience. That's not to say that you can't find skill expression on other roles, but melee exists for the thrill of the challenge.
The current issue with magical ranged DPS is that they offer tremendous flexibility collectively as a role. Gearsets make it trivial to switch jobs within the role during progression (especially in contrast with melee), giving you access to raises, raidwide mitigation, mobility, and high damage as you need between lockouts. PCT has upset the balance by being a BLM replacement that even SMN mains can swap off into while offering no real drawback outside of a loss of raise. There needs to be a bigger trade-offs in terms of ease of optimization and utility, or else the job ends up dominating progression.
Definitely! While it's true their rotation isn't complex, I don't think it's a good reason to have them so low, I don't think complexity of a job is a good basis for balance.
So having healers outdpsing me in a content where I must disconnect a lot or play badly? It makes sense to me.
Well that's a correct expectation, you'd think the more fragile ranged character should be able to dish damages safely from a distance and that's been the case in many MMOs.There's an expectation that players have going into melee of higher risk, higher adrenaline, higher damage gameplay. It always feels safer attacking from range. The devs design for that experience. That's not to say that you can't find skill expression on other roles, but melee exists for the thrill of the challenge.
But in XIV the reality is completely reverse, I've played the both sides and even in Eden that mobility was worthless, most mechanics can be dealt with at melee range and we can find strategies that allows melee uptime.
Even in the case where we must disconnect, it's very rarely more than a GCD. Melee also have tools to recover much better and I just question myself if MNK isn't straight up better than DNC in terms of healing support... But that's another debate.
In the case of PCT that's true, the trade-off is to low for all the advantages. I don't disagree there's a need for a trade-off.The current issue with magical ranged DPS is that they offer tremendous flexibility collectively as a role. Gearsets make it trivial to switch jobs within the role during progression (especially in contrast with melee), giving you access to raises, raidwide mitigation, mobility, and high damage as you need between lockouts. PCT has upset the balance by being a BLM replacement that even SMN mains can swap off into while offering no real drawback outside of a loss of raise. There needs to be a bigger trade-offs in terms of ease of optimization and utility, or else the job ends up dominating progression.
What I disagree with is that many jobs pays a tax on what should be their strengths.
PCT needs to be more taxed while RDM, SMN, MCH, BRD and DNC are overtaxed.
I think gear set are more of a game issue, there was no point in having more than 2 sets, they pretty much shot themselves in the foot with NIN gear. Plus, I don't really think you'd move away from a job during prog as you're acquainted with timings at this point.
Playing a job we're familiar with is more often better than playing a job that's meta.
Please, melee isn't any more risky than most of the other jobs in this game. That may be true in other MMOs but not FF14. Mechs rarely ever make melees leave the boss for more than a GCD or two plus groups go out of their way to make sure to solve mechs so melee can continue to attack the boss even making casters with long cast times like blm to move into solve those mechs. I play both caster and melee and I never felt I was safer as a range or in more danger as a melee. Both feel pretty much the same in terms of risk and danger. Also, I like to add melee this expac got one of the easiest jobs in the game outside smn that is also a selfish dps. VPR requires hardly any thought or skill to play since the job is just flowing the dotted line and does high dam with sam. I guess that's another debate for another time tho.There's an expectation that players have going into melee of higher risk, higher adrenaline, higher damage gameplay. It always feels safer attacking from range. The devs design for that experience. That's not to say that you can't find skill expression on other roles, but melee exists for the thrill of the challenge.
I say this I only accept pico doing less damage as melee job if and only if they either delete casters rise or make it a role action. The rise is the major reason the balancing of caster has always been terrible for years now and picto has made the role even harder to balance now since you now have two casters with no rise while having two that do. Smn and rdm is and will always have the caster spot in most groups bc of the rise while picto and BLM are left to fight for the 4th flex dps spot along with other melee jobs. If Picto doesn't do at least melee levels(non-sam and vpr) it will never be accepted in most groups or ppl be asked to switch to smn/rdm.
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