I'm not gonna beat around the bush and say that all those red ranged jobs (BLM, SMN, BRD, MCH, DNC) aren't seen much at high level especially within the top players. When one does try them, it's generally not their main and they tank their games with it.
This isn't to say they're bad or do not perform. They do perform, but they're obviously not meta picks like MNK/NIN/DRG/SAM/GNB/PLD/AST/WHM/SCH. This isn't something new and it's been a thing since the inception of the mode. A team full of melees will absolutely murder a team full of ranged at high level. Healers make up for it by bringing serious heals to the table, which gives them a spot in that meta especially today with the balance between burst and sustain being more even. The way the game is designed is that ranged jobs do need their melees to create a frontline, and open room for them to breath and play properly, which shows serious limits past certain skill levels.
Point is, just look at what is played in top crystal and all you'll see is the same comps and jobs everywhere except for that lunatic, stubborn unicorn somehow managing to cope. This doesn't speak of a great balance between the job roster, whether the numbers say otherwise or not. There is just a wide portion of the job roster that players just give the cold shoulder past a certain point, at least on EU. Most of the best players all main the same meta jobs.
If the solution to red ranged jobs was to buff their damage even more, it would probably prove to be even worse for the game since that would make them into gigantic primary targets even more, since they just die if the enemy team even glances at them. And if they don't, just dive and chase them down until they die, your melees chasing them will survive way better and longer anyway, it seems to be pretty popular when there is enough top players on both sides.
This is of course my personal feel about it, and I'd be happy to have other opinions on this.
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This isn't to say they're bad or do not perform. They do perform, but they're obviously not meta picks like MNK/NIN/DRG/SAM/GNB/PLD/AST/WHM/SCH. This isn't something new and it's been a thing since the inception of the mode. A team full of melees will absolutely murder a team full of ranged at high level. Healers make up for it by bringing serious heals to the table, which gives them a spot in that meta especially today with the balance between burst and sustain being more even. The way the game is designed is that ranged jobs do need their melees to create a frontline, and open room for them to breath and play properly, which shows serious limits past certain skill levels.
Point is, just look at what is played in top crystal and all you'll see is the same comps and jobs everywhere except for that lunatic, stubborn unicorn somehow managing to cope. This doesn't speak of a great balance between the job roster, whether the numbers say otherwise or not. There is just a wide portion of the job roster that players just give the cold shoulder past a certain point, at least on EU. Most of the best players all main the same meta jobs.
If the solution to red ranged jobs was to buff their damage even more, it would probably prove to be even worse for the game since that would make them into gigantic primary targets even more, since they just die if the enemy team even glances at them. And if they don't, just dive and chase them down until they die, your melees chasing them will survive way better and longer anyway, it seems to be pretty popular when there is enough top players on both sides.
This is of course my personal feel about it, and I'd be happy to have other opinions on this.
Continue reading...