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  1. #41
    Player
    Stormfur's Avatar
    Join Date
    May 2014
    Location
    Ul'Dah
    Posts
    1,812
    Character
    Stormfur Greymane
    World
    Leviathan
    Main Class
    Gladiator Lv 68
    Welp, time to stock up on turquoise dye so I blend in with the floor
    (1)
    {Void Ark} {Hellhound} {mount} {Can I have it?}

  2. 05-18-2018 03:35 AM
    Reason
    wrong post

  3. #42
    Community Rep Zhexos's Avatar
    Join Date
    Apr 2015
    Posts
    259
    Greetings,

    As you no doubt have seen, the preliminary patch notes for Patch 4.3 went live today. In it, you'll find a list of the various PvP-related adjustments coming in Patch 4.3. As such, we wanted to explain the reasoning behind these changes.

    Our overall policy and intentions regarding the Patch 4.3 PvP adjustments
    In order to give each job an equal chance to win, we're making adjustments to job actions based on the win rate statistics we have collected. In addition to this, due to high defensive properties, it often became difficult to actually KO a player. This resulted matches dragging on without any majorly decisive outcome. For this reason, we will be making downward adjustments to the defensive properties to make it easier to KO an opponent when you work together with fellow team members.

    Tanks
    In regard to tanks in high-skilled match situations, such as those between top-rated players and team matches, the importance of having a paladin on your team was quite high. With that in mind, we'll be making a downward adjustment to them.
    Paladin
    Paladins have strong defensive properties as they have Shield Oath and Cover. This is especially apparent in team matches where it gave paladins a clear advantages over other tanks. For this reason, we have reduced their maximum HP, and also made it so that they're more vulnerable when using Cover or carrying medals.

    Warrior
    Similar to PvE, we made Inner Release more intuitive to use. Warriors’ weakness is self-defense, and to compensate this, we will increase the duration of Inner Beast. With the changes made to Inner Release, warriors will be able to spam this action, so while the duration is short, they will be much sturdier against attacks.
    Melee DPS
    Samurai and ninja were having a harder time winning matches when compared to monk and dragoon; therefore, we will be making positive adjustments to several of their actions. In addition to this, alongside the adjustments made to the defensive properties, we believe the overall effectiveness of the DPS role in a match will increase.
    Ninja
    When looking solely at the potency of the three Ninjutsu actions available, Raiton was being used the majority of the time; therefore, we have made adjustments to the potency of Katon and Hyoton. Moreover, Bhavacakra had a longer recast time compared to other melee DPS's high damage actions, and the frequency of burst damage was lower, so we will reduce Bhavacakra's recast time.

    Samurai
    Samurai's Sen tended to be used only to execute Midare Setsugekka; therefore, we have increased the potency of Higanbana and Tenka Goken so that these actions have a clearer purpose. Since we're making adjustments to lower the overall healing potency, this will increase the usefulness of dealing pure damage and the importance of DoTs and AoE actions.
    Ranged DPS
    In regard to ranged DPS, we will be making big adjustments towards caster jobs. Since the CC actions such as Sleep, Tri-bind, and Flunge are tied to the GCD, they had to be used as a trade off against other damage actions. For this reason, we had to make sure the properties of these actions were positive enough that players would use them over other actions. Furthermore, for beginners, determining when was the best timing to use these skills was difficult. We will be replacing these actions with Night Wing, Wither, and Monomachy, which are off the GCD with their own cool down timers, so players will now just need to determine when best to use them.
    Black Mage
    In our previous balancing adjustment, we decreased the potency of Foul to shorten the potency gap between it and Flare. This lead to a situation where players used Convert to use Foul. Within the ranged DPS jobs, black mages have a high winrate, so we made adjustments to increase the purpose of using Foul and Convert while making sure it isn't just a pure buff.

    Red Mage
    We have removed the GCD action Flunge, and brought back the highly requested Monomachy with a unique property.
    Healers
    We're reducing the potency of healer's strong healing actions. This adjustment was done to change the current defensive style gameplay into that which focuses more on offense.

    The following reasons are why we reduced the potency of actions with high healing potency:
    • With a high-tiered tank and healer, currently there are times where Culling Time reaches five stacks
    • We would like to increase the overall rate of KO to increase the pace in which the outcome of a match changes
    • By reducing the healing potency, it gives meaning to dealing damage outside of bursts

    Miscellaneous
    Changes made to the Bind effect
    When a bind effect is applied by a PvP action, it will no longer be removed when receiving damage from an enemy. This was done to resolve an issue where bind is applied to an opponent for defensive or offensive purpose but quickly removed by your ally attacking them. For this reason, actions with the bind effect will now be more effective in both offensive and defensive situations for CC. As such, we have made adjustments to their duration.

    Regarding adjustments made to Recuperate and the Decreased Damage Taken trait
    When compared to the other additional actions and traits, Recuperate and Decreased Damage Taken were too strong, and were the most likely to be chosen among other available actions and traits. For this reason, we'll make adjustments to these two. These adjustments were done to better limit the amount of options that would increase defensive properties fitting with our overall policy, where it becomes easier to KO players.
    We ask that our veterans and newcomers give these changes a try once Patch 4.3 lands. As always, be sure to leave feedback on how it feels before/after these changes were made as we're always listening.

    Thanks!
    (12)
    Tony "Zhexos" Caraway - Community Team

  4. #43
    Player
    Stormfur's Avatar
    Join Date
    May 2014
    Location
    Ul'Dah
    Posts
    1,812
    Character
    Stormfur Greymane
    World
    Leviathan
    Main Class
    Gladiator Lv 68
    Thank you Zhexos for giving us some insights into the forthcoming changes! Hopefully we can look forward to these detailed explanations whenever big, sweeping changes are made to pvp, since it sometimes feels like they are made without any clear direction in mind. But that's just from the user side, you guys have all the data!
    (1)
    {Void Ark} {Hellhound} {mount} {Can I have it?}

  5. #44
    Player
    Crit's Avatar
    Join Date
    Oct 2017
    Location
    litter box
    Posts
    114
    Character
    Crit Nyan
    World
    Ultros
    Main Class
    Monk Lv 70
    nerf pld cover, make it have a 5 or 10 second cooldown
    (0)

  6. #45
    Player
    FPZ's Avatar
    Join Date
    Aug 2013
    Posts
    47
    Character
    Dynamic Taru
    World
    Ragnarok
    Main Class
    Paladin Lv 70
    Good to see a dev response, cheers.
    (0)
    youtube.com/TaruTV

    Tank Guides | Kills | Parses | Discussions

  7. #46
    Player
    OskarXCI's Avatar
    Join Date
    Aug 2013
    Location
    Gridania
    Posts
    157
    Character
    Xevia Wynterson
    World
    Cerberus
    Main Class
    Scholar Lv 70
    Hat off to Zhexos for giving us insight to why the changes were made. Really appreciate it.

    Quote Originally Posted by Zhexos View Post
    ,currently there are times where Culling Time reaches five stacks
    I have witnessed this first hand.

    Just yesterday I had the opportunity of spectating (first time using the spectator feature) some custom matches with 2 teams that were in the diamond tier. Even in diamond tier, culling time were very common.

    AST + PLD with Shield Oath and Cover felt like it was impenetrable. K.Os didn't happen until PLD had 4 stacks heavy medal and 4 stacks of culling time, sometimes 5.

    The nerf to healers and PLD are well justified.
    (0)

  8. #47
    Player
    Commander_Justitia's Avatar
    Join Date
    Aug 2013
    Posts
    231
    Character
    Ash Longblade
    World
    Louisoix
    Main Class
    Gladiator Lv 70
    Thanks for giving detailed description to changes as asked by the community before.

    This seems to be one of the new best patches for the current PvP system. We have to see if lightmedals, cover and map/kiting issues are still existing.

    I really hope that we see the old maps at least lichen-weed again at some point, maybe in some modified form to recognize the final fantasy theme in the same way like the crystal grounds map, if that is necessary.

    I am not so sure if the kiting problem is really solved now as you can still kite within/around your base now... If it would be a dead end like on the very first feast map, it would have been better I think.
    The height difference because of the stairs, could lead to aoe missing their targets, and failed gapclosers or gapcloser that reach to far and disconnect the player from the server.

    (0)
    Last edited by Commander_Justitia; 05-20-2018 at 01:27 AM.

  9. #48
    Player
    Kai_Lee's Avatar
    Join Date
    Sep 2014
    Posts
    751
    Character
    Kai Lee
    World
    Excalibur
    Main Class
    Lancer Lv 70
    With the introduction of the stairs, can't you just kite around the stairs after a kill until the end of the match.
    (0)

  10. #49
    Player
    snipski's Avatar
    Join Date
    Aug 2013
    Location
    Sweden
    Posts
    83
    Character
    Lloyd Irving
    World
    Odin
    Main Class
    Goldsmith Lv 60
    Also made it so that they're more vulnerable when using Cover or carrying medals.

    So what does he mean on Paladin do they take more damage then other tanks when carrying medals? because -500 hp is not really a nerf lol the class is stupidly OP and annoying to play against, why not just put a small cooldown on Cover or make it last a shorter duration. This is not really a nerf its a braindead class that really makes a big difference on the team right now.

    The healing nerfs are good and needed because healers had it way to easy ever since the pvp revamp.

    I can aprove of the buffs to both Ninja and Samurai because Monk and Dragoon just felt abit stronger overall. I still dont know why Ninja and Samurai have 500 less hp then Dragoon and Monk though...

    As for casters Red Mage needed buffs no problems there. But BLM nerfs really? im confused about this because there was like 2 Black Mages playing this season and they are pretty easy to shutdown imo.
    (1)
    Last edited by snipski; 05-20-2018 at 02:31 AM.

  11. #50
    Player
    Astrophysx's Avatar
    Join Date
    Jul 2017
    Posts
    77
    Character
    A'stro Tia
    World
    Leviathan
    Main Class
    Ninja Lv 70
    Quote Originally Posted by snipski View Post
    As for casters Red Mage needed buffs no problems there. But BLM nerfs really? im confused about this because there was like 2 Black Mages playing this season and they are pretty easy to shutdown imo.
    JP BLM's are strong. My assumption is if these same players played on Chaos, then you'd most likely see BLM's and MCH's doing well, whereas BRD is okay and SMN was weak. For example, BLM's have a useful cc (Sleep). JP BLM's like to sleep the enemy ranged DPS when the enemy melee DPS reveals a burst cue (i.e. Dragon Sight, FoE, Midare cast animation, etc). If the melee DPS is unaware that the ranged DPS is sleeping during burst, pretty much that BLM denied that coordinated burst. Add a good PLD to this mix, and um... oh well. XD lol I also think the changes to BLM with the upcoming patch might actually make it better: Although the devs decreased the potency of Flare and Freeze, the resets via Convert could make BLM a bit more um... well, we'll find out when the patch is released. LOL

    My assumption is, since the job has a very high skill cap (you can't hold burst for example), it was unpopular on Chaos. Basically, BLM is difficult to use (hence they get stomped on easily), but rewarding when you're good at it (JP BLM Top 100's). But IMO, I think MCH is a better choice anyway lol... although there is a god in Mana DC that can make Top 10 with BLM... possibly #1. XD He's my hero when it comes to ranged DPS!
    (1)

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