Ranking system for 4v4 solo is bad .. maybe it fit 4v4 premade but not solo... its really idiotic that 95% of player base is in bronze and its just make it elo hell with 25win / -25loose idea .. so bad.
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Ranking system for 4v4 solo is bad .. maybe it fit 4v4 premade but not solo... its really idiotic that 95% of player base is in bronze and its just make it elo hell with 25win / -25loose idea .. so bad.
That dissipation change would be extremely powerful for PVE as well, which I think in general needs to be considered in PVP balance. The embrace change could be good, I agree, and if given the CD of the cast time wouldn't really change it much. I don't this aetherflow should reset on death because it's no different than say...Tetragrammaton, Blood for Blood, or Lightspeed. It's a Cooldown that grants you higher power during the periods in which you have it. Does it suck when you pop Aetherflow and then die immediately after? Sure, but that can be said for any other ability.
Dissipation doesn't actually have to be changed in PvE - there's plenty of precedent for abilities to have different effects based on the zone (Miasma, Swiftcast, Medica II, Cleric Stance, Resurrection). Hell, Dissipation already does different things in PvE and PvP - the duration is 15sec longer, which is technically better but also makes resummoning harder since you can't click it off. I think Dissipation would actually be better in PvP at 30 seconds right now, because it often has 5-10 seconds left when you have a few seconds to regroup.
And while Aetherflow is "just a cooldown", as things are right now, the class just doesn't function in combat without access to it. It might be less necessary with changes to how Fairy works, but it's something to look at if Scholar still has a hard time stabilizing even with a more reactive fairy.
SCH was always supposed to be a support healer. in 4 vs 4, its a crutch.
Most seasoned players absolutely ignore SCH and just concentrate on bringing down dps/caster/tank. A SCH simply can't sustain main healing over a long period of time.
My experience is that SCH is effectively shut down by SMN/1 good dps.
Example:
A SMN can burst down a dps and lower the group dps rating with a gcd of 60.
A SCH can counter burst heal a group/person with a gcd of 60.
If a SCH to burns itself out countering a SMN burn, the team dynamics look like this for 60 seconds!
Simple number game
SMN Team: 2.4k dps
TANK (800 dps)
HEALER (200k hp healed (single/multiple target))
DPS (1100 dps)
SMN(500 dps/gcd'd).
SCH Team: 3k dps
Tank (800 dps)
Healer (40k healed/20k galvanized split on 4 targets with 1-2 targets receiving dmg)
Fairy(15k heals single/multiple)
DPS (1100 dps)
Caster (1100 dps)
The DPS vs the Healing:
SMN team performance per second: 2.4k dmg with 3.3k single target heal per second.
SCH team performance per second: 3k dmg with 1.25k multiple target heal per second.
The Healing vs the DPS:
SMN team does 2.4k dps and SCH team can heal 1.25k per second.
SCH team does 3k dps and SMN team can heal 3.3k per second.
So who wins? Right.... Right?
Wut? i dont use TP regen before sprint but after so it was always full 20sec duration if you meant that, nobody uses 300 TP sprint as its waste of sprint CD. That 300/500/400 TP you get after restoration is for weapon skills not for sprint, this "fix" was nerf for my personal gameplay style so i guess it was equal nerf for both even tho nothing has really changed except both melee and ranged has shitty 10s sprint now.
50% loss in duration is the nerf part. I just prefer longer duration over more frequent usage as TP bar fills pretty fast out of combat so it kinda makes that frequent usage pointless, now if you are talking about feast where you are combat pretty much whole time and arena is rather small then it might be handy(even there i would still like old one)but i have no intrest of doing 4v4 solo-RNG so i stick with FL where this new sprint just plain sucks.
This thing is imbalanced as hell. No fun at all.
Tbh arena type PvP is imo always meant for pre-mades and not for solo unless its 1v1 arena, i personally dont see point in doing solo ques unless you like to torture yourself. I dont find it fun at any level as it requires team coordination that is next to impossible to achive in PuG's, maybe some peoples like it but i dont, 8v8 with one friend is somewhat fun and ofc 4v4 light party if you have friends for it.
I don't think SCH is that bad at healing. Actually, they have more healing potential than AST's. However, they require good fairy management to do well and also need their aetherflow stacks. Since their aetherflow can be removed so easily, they are left in a pretty solid 3rd place spot.
To put into perspective, I think SCH actually has a very close 2nd way of dealing with SMN, since they have Eos. SCH can use Focalization, Fey Covenant and whispering dawn to make their AOE magic damage extremely trivial. The only thing that comes close to this is WHM and their divine seal medica 2's and regens on everyone.
Fey Covenant doesn't actually do anything in pvp, unfortunately - it affects the Magic Defense stat directly.
Scholar is just too finite - if the fights go long, you are automatically the weaker healer. As a result, you are incapable of carrying bad DPS - you literally run out of abilities to heal with during Culling Time.
Someone a while back discovered that defense stats are not in effect for PvP (it's set to 0), only base damage reduction. It was a while back in the 2.x series, but it was something like where all tanks took 15% less damage, casters/healers took 10% less from magic, and full from physical, etc etc. It was also that change that gave base classes a lower bonus toward those mitigation.
Because of that, anything that buffs your defense rating (like protect, foresight) by a percentage has no effect. However, everyone has a base resistance of 100 (slashing, piercing, blunt, and magic) which is affected by specific debuffs or buffs that increase/decrease resistance. Straight damage reduction is still fair game.
The whole chart is in the 2.4 patchnotes, under Battle. It's never been brought up again, or listed anywhere, but it still works the same way.
Tanks take -10% from Phys, and normal from Magic.
Melee take -5% from Phys, and normal from Magic.
Casters take -5% from Magic, and normal from Phys.
Healers take -10% from Magic, and normal from Phys.
BRD and MCH get screwed - they take normal from both. If anything is looked at balance-wise for the two classes, this might be a good place.
My bard bathes in the tears of Smns.
Now only if SE would tweak Wanderer's Min so we could instantly turn it off and maybe grant us a boosted feint - someone who knows how to actually play a bard well will be able to enjoy a free supply of salt for life.
I get a kick out of hearing my party moan at the start when they've noticed I solo queued as bard, and then instantly leave at the end, often times remarkably less moany, when I'm 7/0/6 have cleared 200k damage, out dpsing our nin or drg.
But then I sometimes get a great team that realizes not all bards are inept aoe spammers in PvP who play foes for a team of melees and are lvl 60 never hearing of Warden's Paean and we literally roll the other team in under 2 minutes.
On Square's page regarding The Feast, matchmaking is completely decided by averaging the teams rating against the other. So potentially if you as a silver player have around 1000 rating, it could somehow pair you up with 3 other people with 0 rating versus a team with people having 250 rating each, which I believe such a system makes it close to impossible to climb the solo ladder without having a lot of luck as people who you can say are higher skilled are given relative newbies while the other team is well balanced with people who are arguably my in tune with pvp. You basically have to pray that people who have lower ratings that end up on you team are just starting the feast and are better than what their rating tells the system, and that isn't fair to make arguably better players forced to play on a imbalanced team where the new players are closer to dead weight than others.
I can understand where Square is coming from, their previous arena style pvp mode was a flop and literally the only way you could play it was through wintrading and it is hard to prove someone was wintrading unless they actually planned it through game chats, which no one is stupid enough to do. Solo que and the way matchmaking currently works almost completely negates the possibility of wintrading. Another reason why to have solo que be more competitive is because Square just wants more people to participate, solo que is a system that allows people to play whenever they want without needing other people to be on and it allows people to play as much as they want rather than be restricted by their partners so that automatically means you are allowing way more games to be played in the competitive scene as a whole by adding the casual aspect to it.
:mad::mad::mad:
OK guys, now we got ethical issue:
Please read this thread:
http://forum.square-enix.com/ffxiv/t...38#post3620138
Some guys come to farm tome and lose on propose to do it quick.:mad::mad::mad:
that is why im asking a rank restriction to access to feast 4x4 solo
Edit for my opinions so far on Solo Q matchmaking.
Feedback: Monk's One Ilm Punch is the most annoying part for SMN/SCH. Plus with melee's free run without using TP.