Dear SE Dev team,
Players from the Aether/Chaos/Primal communities would like to thank you for listening to much of the feedback that we previously provided.
After experiencing the Feast PvP changes introduced in Patch 4.3, we feel that reception has been mostly positive in Season 8. Here is some additional feedback that many players across Aether/Primal/Chaos have collaborated to provide SE with regarding these changes and we appreciate attention on this matter.
- Making respawns occur at the player’s base again was a good change. However, we feel that the respawn timer is too long. It is currently possible to kill the enemy healer, along with 2 more of the team’s members before the healer is able to heal once again (a total of about 13-14 seconds). We believe this is too punishing and suggest that the respawn time be shortened to be a maximum of 10 seconds. Consider starting the respawn countdown timer immediately upon death, or reducing the death and revive animation time.
- The PvP community would like to see how a shortened respawn timer would play out in Feast. However, players believe that this might not be enough, and that the medal system may require more adjustments. Players would like to see light medals removed (or, if must be modified; i.e. keeping light medals in practice mode but removing them for ranked) as it is too generous towards the losing team. An example of this can be seen in most matches in which teams (in both solo and light party) will deliberately "lose" the first half of the match to guarantee victory in the second half, as they will have a great handicap in their favor to assist in closing out the game. Many high tier competitors feel that the strategies which have arisen due to Light Medals are gimmicky, unfun, and ruin the competitive direction of the game. The community understands why light medals were added, which was to promote diverse targeting and not just "tunneling" a single enemy, but we would be very grateful if SE would consider that a player simply dropping less medals upon their 2nd death and beyond is enough of a motivator for a team to select a different kill target. The community agrees that comebacks are exciting, but not when they are handed to you through game mechanics. It is far more exciting to watch a team come back and win through skill, teamwork, and snap decision making, and we hope that in the spirit of competition and the aspirations for Feast to become a more competitive E-sport, the development team will feel the same.
- The HUD that shows the medals for both teams can get confusing at times, since a player’s team is sometimes displayed on the left, and sometimes on the right. Consider changing this to consistently display the player’s team on the left.
- Being able to see additional abilities was an interesting change. However, we believe that these additional abilities should remain hidden to the enemy team at the start of the match and no longer changeable once the match begins. This prevents players from constantly changing their additional abilities until the very last second before entering combat.
- We would like an official countdown command (5, 4, 3, 2, 1) to use on enemy players in Feast that wouldn’t be broken by other macro commands.
- We would like to see more maps for variety. Reception for the new Season 8 map was mostly positive. Consider redesigning the old Feast maps to fit the style of the Season 8 Feast map with different scenery/environment.
- We feel that Paladin is still currently too strong. Consider increasing the recast timer of Cover from 3 seconds to 5-7 seconds.
- We would like to take this moment to highlight a SMN flaw with the pet AI, which may not be working as intended. Currently when Bahamut is summoned and the target enemy falls back behind a wall, the pet AI will glitch. This is seen by Bahamut slowing down to a crawl to follow the player before stopping, no longer attacking even after the target has been changed. Although we would like to see this bug fixed ASAP, there has been much discussion on the redesign of SMN that we hope SE will consider. We love how SE made changes to SCH in regards to how the pet functions, and we would like to see similar changes made to SMN.
- Additionally we think Summoner is in need of more adjustments. We would like Bahamut to work more effectively, such as having Akh Morn and Wyrmwave execute without delay on the target. Also, consider extending the duration of Wither from 5 to 10 seconds.
- In the future, we believe that the Summoner job may need a redesign of their abilities and the return of a crowd control ability.
Also, with the upcoming PvP team tournaments, we hope that SE will monitor teams closely for any potential cheating that may occur.
Thank you!