With the direction shown for Dragoon Evolved, it looks like Square Enix is experimenting with giving melee jobs stronger gameplay identities instead of only changing animations or simplifying rotations.
That made me think: maybe not every melee job needs to evolve through more positionals or similar rotation changes.
Some melee jobs naturally look like they should be single-hit heavy attackers, while others visually and thematically look like they should be multi-hit pressure jobs.
For example:
Samurai should feel like a decisive single-hit finisher job.
Reaper should keep its heavy scythe and transformation burst identity.
Dragoon can focus more on jumps, directionals, and precise spear attacks.
Monk naturally fits a rhythm-based multi-hit pressure style.
Viper looks perfect for chained multi-hit flow.
Ninja could use controlled multi-hit burst during assassination windows.
The important part is that multi-hit should not simply mean “more damage.”
A 600 potency skill could still be 600 potency total, but instead of being one hit, it could be split into multiple hits when the animation already shows several strikes.
The real value would be gameplay identity, not raw power.
This could also help give secondary stats clearer roles.
For example:
Single-hit melee jobs could scale better with Critical Hit, because their fantasy is about one decisive strike landing for a huge number.
Multi-hit melee jobs could lean more toward Direct Hit or Skill Speed, because their fantasy is repeated precision, rhythm, and flow.
This does not mean Crit should only work for single-hit jobs, or Direct Hit should only work for multi-hit jobs. That would be too restrictive and probably bad for balance.
But each damage structure could have a clear stat affinity:
Heavy single-hit jobs → stronger Crit identity
Multi-hit flow jobs → stronger Direct Hit / Skill Speed identity
Transformation burst jobs → Crit / Determination identity
Directional precision jobs → positional reward + burst control
This could make melee jobs feel different mechanically, not just visually.
The key is control.
Multi-hit skills should not allow every hit to independently trigger full Crit, Direct Hit, gauge generation, and procs without limits. That would become a balance nightmare.
A safer version would be:
Total potency stays the same
Buff snapshot rules stay controlled
Gauge generation happens per skill or per sequence, not per hit
Direct Hit or Skill Speed improves the feel/efficiency of multi-hit jobs
Crit remains stronger for big single-hit finishers
This way, Samurai still feels like a heavy execution job, Monk feels like sustained martial pressure, Viper feels like flowing chained strikes, Ninja feels like explosive burst, and Dragoon keeps a clearer positional/jump identity.
In my opinion, this would be more interesting than making every melee DPS evolve in the same direction.
Melee jobs should not only differ by animation.
They should differ by how their damage is structured.


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