FFXIV Live Letter 66 (LXVI) MELEE Changes We Want To See



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Letter from the Producer Live 66 (LXVI) is about to drop on us and show us so much of what we’ve been waiting to see about the changes to the game.

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22 thoughts on “FFXIV Live Letter 66 (LXVI) MELEE Changes We Want To See”

  1. Melee is in direct competition with Casters in raid meta. I'm not sure what they can do to make the debate between the roles more interesting. I think we absolutely need positionals as a core mechanic. Melee are the only ones that have them. I think DRG did it best by proccing a buffed GCD after landing a positional. I think that made positionals a reward.

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  2. Monk main since 2.0 and through all expansions. From where it is now the chakra system needs to be further expanded and with QoL added to manage overflow. From a lore standpoint the job has many feats of strength and chakra mechanics that have never translated into actual gameplay. And so the system has often felt half finished. I also want to see the fists just become lower level versions of the riddles abilities in terms of function (with wind just made to a trait at this point).

    As far as the role as concerned I’d like positional mechanics to have better feedback in terms of rotational function than we have now, rather than potency differences like we see in most of them for better performance feedback loop. Tools like true north and riddle of earth help support moving further in this direction without it being a detriment to the accessibility of melee nor to fight design.

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  3. The main change I feel is an absolute must, regardless of how things look at cap, is to give every melee at least one full 1-2-3 combo and at least one AOE by the time you get into the very first dungeon.

    It would not be too difficult for most of them to have abilities shuffled around or even open up a slot between 1 and 15 to get this done.

    This would imo alleviate a little bit of the pain in early game and when synced down, for melee (and tanks, to get their third main combo hit early).

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  4. I think positionals are a big part of the Monk class, but as a Monk main, I'd be happy to see them go away. None of the other melee have the requirement like Monk does to hit those to perform mostly decent. I can do almost more damage as a Ninja ignoring positionals, vs a monk having to hit them.

    Melee armory is a mess for sure. Scouting should be merged into Striking tbh. I hope Reaper plays like a melee version of Red Mage. The fast, super engaging gameplay, and such. Give it a couple DoTs, and a Brez and its good to go!

    Overall I am excited for melee come Endwalker. Hoping for some good stuff.

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  5. I main a Dragoon. I feel like I need a bleed dot on my 123 combo. Better AOE would be nice too. I'd like the stun back on my traversal jump. For Reaper, if I don't have a cleave and some kind of life sap, I'll be sad. Would be cool to be able to throw the weapon too, like PLD Shield Lob or WAR Tomahawk.

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  6. 4:16 You can't make people punching people cooler than Buster Swords? Good sir, do you know of Dragonball or Avatar or even Street Fighter? Hand to Hand combat can totally be just as cool as wielding a Weapon. Just got to lean more into the Chi/Elemental/Qi/Spiritual aspects of it.

    So in Final Fantasy… Monk needs a bigger rework, just like Bard.

    But the concept isn't broken. Far from it.

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  7. FFXI Paladin main here and unpopular opinion time but since i have been playing FFXIV since 1.0 beta i would like to see positionals removed from the game. Originally i loved having them since it made boss fights more engaging for the melee players since ranged DPS would tend to have to kite something or use support abilities to help healers and the rest of the party. The raid fights for the most part have become much more intricate and engaging for the entire party threw the dance of mechanics and needing to synchronize as a unit to pass some of them and i feel that having to do that dance on top of needing to move in certain directions to maximize personal damage takes away from it(Here are some examples of fights where positionals are to taxing on melee dps(2nd boss in Sohm Al randomly spins to launch attacks at party memebers,E6S Furor when the boss places the rear in a wall during it's enrage cast completely blocking that position off and first boss in Paglth'an once again removing the option for a rear positional by placing half it's body in a wall) threw out my playtime in this game i have watched them add true north as an ability, then add a second use to it and follow that with a reduced cooldown of the original ability and Monk receiving riddle of earth. I don't think it's a question of If SE will remove positonals just a matter of when.

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  8. MNK is my favorite melee currently. Personally I wouldn’t mind it getting even faster than it already is ngl. Or more ogcd’s to weave in between attacks. Lastly I wish Chakra based attacks did more. I don’t mean to make monk op in damage but, it is underwhelming to build up 5 chakra to deal an attack that does less damage than bootshine

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  9. As a Ninja on a controller I have all my madras and Ninjutsu on L2 + Face buttons. And I have all my AOEs on L2 + R2 cross bar. There is a lot of jumping around to hit everything but I find it the most fun melee DPS.

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  10. I was a monk main when the game first came out and enjoyed the gameplay even though I was on controller. However coming back I have noticed less monk players and I wonder if it is because of all these issues.

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  11. All they need to do to fix MNK IMO is to make is so that when bosses turn to focus on a character, they become omi-positional for a second or two. It would make a small amount of sense too, as they would be opening themselves up for counter. Hell, call it counter and make it a trait. Bam. Casting or channeling enemies take positional damage for 2 seconds. Easy. I fixed it. Maybe

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