The problem of melee similarity of gameplay

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Melee DPS jobs are so similar, that make gameplay less fun and less to master for some jobs.

Jumping from samurai to dragoon isn't as big of a jump as from summoner to blackmage.

I was thinking if we can have different type of gameplay for each melee subclass.

Let's have a discussion and I want to introduce my suggestions:

since we have 3 types of melee (3 different gear) let's give each different type of gameplay:

rate from 1 to 5 (5 is highest - 1 is lowest)

1- Scouting (Ninja/Viper):
identity: Fast paced jobs with tons of OGCDs and highest buttons per minutes and mobility with no animation lock for all attacks and No positional.

High OGCDs is tradeoff of having no Positionals and animation lock

OGCDS: 5
Mobility: 5
Positionals: 1.5
Animation Lock:1.5
defensive utility: 1.5

2- Striking (Monk/Samurai):
identity: medium speed jobs focus on performing combos with Positionals, have less buttons per minutes and few animations locked.

Having positional is tradeoff all around melee dps

OGCDS: 3
Mobility: 3
Positionals: 2.5
Animation Lock:2.5
defensive utility: 2.5

3- Maiming (Dragoon/Reaper):
identity: higher defense than other melees low speed jobs with higher impact GCD focusing on performing combos with animation locked, few GCDs that each have buff 35% defense increase for 3 second, and no Positionals.

defense increase is the trade of having animation lock

OGCDS: 1.5
Mobility: 1.5
Positionals: 1
Animation Lock:5
defensive utility:5


Note:
Lets have discussion do you agree? or you have different thoughts?

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