please permaban all paladins exploiting cover in onsal thank you
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please permaban all paladins exploiting cover in onsal thank you
Yes! This, legit been playing since 1.0 and only now have I ever felt the need to post something on the forums but you've beaten me to it.
There's going to be new PvP rewards soon and people are already using PF to look for groups to do this "Paladin Strat" to farm wins...this is just down right stupid and shouldn't be in the game. It really ruins the fun of the map and at this point if I see PLDs doing it, I'd rather just leave the game and take a 30m penalty. Its an absolute joke.
It is simply not fun to deal with these especially when there is too much chaos and are easily at risk on getting bursted just to try countering
The craziest thing about this bug to me is it's been in the game since 6.1 and they've not fixed it. Unless they change the notes last minute (always possible and I hope they do), it doesn't look like 6.2 will be fixing it either.
It's the kind of bug in almost any other game they'd probably have an emergency maintenance to address. It legitimately ruins one of their game modes and they just seemingly don't care enough to prioritize a fix.
Given this and how awful some of the other changes have been, I'm legitimately wondering if the devs even play frontlines at this point. I hate to say that sort of thing, but frontlines has had some bizarre balance changes on top of game breaking bugs like this that go completely unaddressed.
If the effort it took to counter it was more equal to the "effort" it takes to pull it off that'd be one thing, but as it is right now it's completely lopsided so it really needs to go.
I don't think anyone should get banned but I really hope they change how it works in 6.2.
I won't deny it is overpowered, but your definition of what is cheating is lacking.
All they are using is tools given to them. The fact this is breaking Onsal Hakair is not cheating, it is a clever use of tools (even if unfair / overpowered).
Cheating would be going under the map and capping the point from there. Exploiting would be figuring out a way to be quasi-invincible via bug-using (for example, become untargetable). Whether Cover could be considered the latter is something up for debate.
By proxy, no - Paladin players currently using this tactic should NOT be banned for what was their toolkit being cleverly used.
Sure i can Say you are right.
BUT as you admitted this Is unfair/overpowered, read like:"imbalace issue", so Se shoul address It ASAP or close the map till further notice like they did with the rival Wing One.
or we could all Just play PLD in onsal? Wouldnt that be cool? /S
Yes, Cover is overpowered in Onsal Hakair for point capping, about that there is no doubt. However the problem is "how" to address it without directly nerfing the ability as that would affect the small-scale PvP mode in terms of PLD's viability, depending how far you go.
To weigh optiions:
A) Only transfer 95-99% of the damage rather than all of it. This would make the Onsal Hakair Cover strat impossible, but would also allow a hole in PLDs kit currently fighting NIN players going for their teammates (Seiton Tenchou would pass through or more funnily, Seiton Tenchou may actually kill two targets given the right conditions).
B) System change to interrupt the cast of Capturing Ovoo while covered. Putting aside the design and development for this code needed, this would likely affect Cover + Elixir since Elixir operates similarly.
C) Reducing Cover's duration to 5 seconds + adding "Cover Fatigue" on target covered for 5s after Cover expired, deleting any additional instances of Cover once active. The latter would be a large-scale PvP only change since you can't run two Paladins in Crystalline Conflict. The former would be a direct nerf to the ability and would make Cover-Elixir and Ovoo Capture EXTREMELY tight if not impossible. This may come together with an adjustment to the rest of PLDs kit, since losing half of your Cover duration is fairly significant.
As you may see, the reason it is not addressed ASAP is because it is not that easy to just say "roll with it" from the development / design side. It sucks, but it is what it is, even for Yoshida's team.
Also the reason Onsal Hakair does not fit the bill like Rival Wings is because Rival Wings has more elements with HP bars to attack (mammets, towers, mechs, mercenary, tank, crystal) that warranted extensive balance testing with the new damage and HP values everyone has gotten. Like a mech with old HP and damage values would be complete garbanzo.
Lastly, the reason I'm mainly miffed is that I keep seeing "ban the PLDs doing this" as if they should bear the punishment. It is an awfully broken combo, but hate the game, not the player.
PVP rebalancing clearly made for CC being put in all PVP modes made me think SE doesn't care about Frontlines. This bug and their failure to fix it made me confirm that and think they might hate FL.
I mean it is the gamemode with periodically causing / creating the most problems occuring compared to CC, Feast and RW...
Also I am hardly surprised they took CC under their wing as the primary mode and making large-scale PvP a second / third. They did work on that for probably about a year alone and the overall package is, despite what many feel, a success.
It has way more players than CC so yeah no suprise
Why should there even be a primary mode that all skills and systems are based on? Why not have differences in the modes? Oh wait we have! 20% less defense on job whatever and other garbage. Skills stay the same. Since CC we have or had White Mage bug, all dying to Summoner Limit, Paladin Onsal cheese and almost unkillable Ninjas because Melees are now tanks apparently. At this point i don't understand why they don't just remove the mode.
1) Because the alternate realities would be either having two completely different systems (parameters, damage values, system interactions, etc) and probably also skill kits OR there is no primary mode and thus no clear direction where to balance / readjust things, which could cause any balance changes to take once again months unlike what we experienced with the bi-weekly changes we saw on CC's advent.
To add to the first one, this basically means DOUBLE the workload for designing kits and mode balances for no gain at all. In fact, skill transition between the modes would fall extremely flat, discouraging trying other modes because you need to relearn everything / learn a completely different game.
2.) To go case by case:
a) WHM bug occured because there wasn't a single weaponskill / spell with cast time having charges before, so that bug is a technical debt of the Charge system from 5.0. This simply was never tested since it never got used this way.
b) I'll admit this one is tragic since it is essentially reminiscent of the original Caster LB nuke, though with a greater radius and a follow-up.
c) As discussed before, problematic but how would adjust without botching the viability in Crystalline Conflict
d) Yeah no I don't get either why Ninjas got -60% dmg taken when they are basically ranged with their Shurikens and got access to Huton + Meisui. Even for CC I consider NIN to be fairly obnoxious overall.
3.) Because the mode isn't dead. For all the flaws it is still very much alive. Also consider the following:
Dev: "Sir, can we remove Frontlines?"
Yoshi: "Why?"
Dev: "People have asked for the removal of it.
Yoshi: "No, why would we remove assets that are still in use? Also, removing it would invalidate the work our workers have put into it."
Dev: "But the gamemode is incredibly unbalanced-"
Yoshi: "So the problem is balance and not Frontlines. Let's see when we get to those after we bring back Rival Wings."
Obviously staged, but this is the train of thought in game design and development. If assets are in use despite their flaws and cause no problems outside of their usecase, don't remove them.
By that logic why not have PVE systems in PVP? Less systems to work on!
Since SE can't even test their stuff why even worry about having more systems? Just give back old PVP for FL and call it a day.
About FL: Remove the roulette and see how dead it will become
False equivalency. The reason PVP got split from PVE was to be able to balance PVP actions / kits separately without affecting the main game.
To create another set of sub-systems within that separate system would be redundant and unnecessary workload when the more time-efficient solution is to try out various modifiers and system-wide PVP changes and see how those affect the modes.
You are essentially asking of them to eliminate every single possibility of a bug occuring (Cure II) or a system to be perfectly balanced out of the box when it arrives while having limited task force AND time to actually test all of this before they ever ship something to Live Service. They likely already removed most bugs, but god forbid one slips through the cracks.
Adding to this that the playerbase is often way more creative at trying things out and notice this, you realise how borderline impossible this is without having a dedicated beta service, something FFXIV won't have?
Furthermore, old PvP in frontline was equally problematic if not worse:
- Ranged LB corridors just like we have with WHM laser
- Caster LB point nuke just like Bahamut at the moment
- Ranged / Dragoon / Ninja supremacy for mobility and safe + solid damage. (ranged less so at the moment)
- Anything without an AOE lifesteal essentially getting bullied into non-existence by pulling with Blota (Holmgang)
- Anyone who had to do their main damage in melee range while not being a tank basically being reduced to a terrible assassin.
- Deathball playstyle or bust
So please take the rose-tinted glasses off, Frontline was not "so much better before 6.1". Times changed.
Regarding Roulette: We are playing an MMORPG with an increasingly incentive-driven community that won't lift a finger without any reward tied to it. Let's see how any of these will get players on a regular basis if we remove their respective roulettes:
- Alliance Raids
- Normal Raids
- Extreme Trials (affected by Mentor Roulette)
- Meridianum, Praetorium, Porta Decumana
- Levelcap dungeons (50/60/70/80)
Frontline isn't unique to this, so of course less players would play it if it had no roulette, AND it takes 72 players. This was no different from when Frontlines were balanced and more nuanced, but they hardly popped.
False equivalency. The reason FL got split from CC was to be able to balance FL actions / kits separately without affecting CC.
Nope buddy. I ask them to detect bugs that can easily be found. Stuff in rotations and Onsal Pala cheese are easy to find.
Regarding the point about incentives: There is almost NO point in playing CC, yet it is played a lot. CC doesn't have a roulette, gives little exp and the rewards for the trophy crystalls will finally get an update tomorrow. Yet it takes like a minute to get a match. How is that?
How did FL get split from CC? They use the same base system just with %-based modifiers for different jobs. That is not the same as wondering what to do with Enmity combos (back when this system split happened) or how to change ability xy without affecting the viability of the job in PVE. They did this because the benefits for having a separate system and skillset for PVP outweighed the cost (time, money (devs)) and would prevent a lot of hassle going into the future.
Ok first of all, take your slimey "buddy" back to yourself, I don't call you "sweetie" or "honey" either.
Second, Cure II is not part of rotations and even while at the Wolves' Den Pier when we were like 200 ppl each hardly anyone got the idea to see what happens when you CANCEL a cast and whether it would refund you two stacks. I did not expect them to find that out of the box and it got fixed fairly quickly, as quick as server update scheduling allows.
The Onsal Pala cheese is maybe something they could have predicted, on the other hand maybe they thought we wouldn't use this overly much or the impact wouldn't be as great. Again, how to fix this I mentioned a few times (if not in this thread probably in others regarding this topic) and the problems tied to those solutions I also mentioned.
- newest PvP mode with an easy to understand objective
- takes 10 players with the only limitation of no double jobs per team compared to 72 players.
- takes at most 5 minutes to complete, 6 if you count start-up + wait time
- individual impact much higher, thus more fun
Cannot account for Wolf Marks and Series EXP per match, though I wouldn't be surprised if it was the fastest income source in time-to-output for it.
It didn't. My point was that you can rephrase your statement and make the same points why CC and FL should have different systems.
Testing small functions and veryfing that the global state hasn't changed in an unexpected way is one of the fundamentals of unit testing.
Not only that. They could have fixed it by now...
Also:
- highly luck based (both in afk teammembers and if you get a streak)
- incentivises you NOT to play ranked at certain points in fear of unranking (also because you ONLY get the background for the tier you ended up in)
- due to the short span being more vulnerable to server tick problems and teammembers getting kicked off the game
- balancing nightmare
- annoying weird chat system (why implement yet another system?)
- getting kicked off the que because the map changes
Fair
1) I suppose that is how you see it, to me at least it doesn't seem like a logical comparison.
2) While true, this is the one thing that did slip through. This isn't the first time they release heavy bugs and won't be the last time. It is prudent to give benefit of the doubt here that they may have needed to crunch time.
3) Well... they could have, but again there are multiple options with significant downsides or workload, which is why they have not yet. We will see in a few hours if something is in the patch notes about it.
4) List:
- I honestly am not sure how I feel about this. Yes afk teammembers is bad luck no doubt, but streaks / wins...?
- absolutely true, 100%. thanks to the genius idea to basically remove any and all reason for me to take Ranked seriously by making both Wolf Collars freely accessible with Trophy Crystals AND removing any unique reward from the Top 100 leaderboard, we definitely have the problem of people in the upper brackets taking ranked much less seriously than Season 18-20 of Feast for example.
Like, congratulations - you eliminated FOMO and gave us BORDERS as a reward. I am very happy for the casual players who got to have cool armour and next up a decent mount in their Series Rewards, but did we really need to remove any incentive for Ranked to balance it? Like why not a recolour of the Series Reward?
- unsure what you mean by that
- its a new design philosophy with focus on fast-paced combat. So yeah, it is difficult to balance. But to quote Yoshida from recent interviews, he is fairly happy with the current PvP balance, so who knows what this means.
- ...that system existed for many years and was the result of early PvP being a toxic mess pre-game and mid-game the moment anyone tilts. And before you wonder - the JP are about as guilty as us, borderline worse in certain aspects. Personally would prefer I could make my own macro callouts, but here we are.
- I mean, would you rather forget to leave queue and wonder why it took you 3h to get the next match? They could probably just remove the rotation and just select the map at random, but the current kick-out-of-queue serves purpose.
Good points. I like this discussion :)
As for the point you didn't understand, i might have worded that weird. I mean errors due to bad server ticks (like Purification not working) and getting kicked off the game for a short moment and the like - those are worse in CC because CC is relatively short. In a casual dungeon the group will usually wait before the next pull or boss for the party member that had a disconnect. In CC you don't have that luxury. That means those issues become bigger problems.
Ah I see what you mean.
Regarding Purification -> Resilience timing, I personally thought Resilience simply requires the following extra property:
Resilience = "While under the effect of Resilience, will prevent application of debuffs affected by Purify and will recover any existing debuffs affected by Purify instantly". That would provide a catch-up to debuffs slipping through.
Also they should totally either tone down crowd control abilities or re-add Fetter Ward (Resilience but you cast it first) as a global PvP action. Or at least for large-scale PvP they should add CC fatigue / resistence.
As for things that kick you out of the game, those are probably a bit more difficult to fix (heard of getting Heavy while using Powerful Shot BRD or Blast Charge MCH being one of it), but believe me, those are most likely high up on the list to fix.
But yeah - if someone DCs... god have mercy. In top-ranked Feast we had a gentleman's agreement to draw a match if that occured, alas we were a much more contained playerbase.
YES. I would not mind if its every now and then but its pretty clear some do ONLY that on purpose and you can do anything against it - especially as you cant always notice it right away if there 20 ppl fighting...
Its just stupid id didnt get hotfixed week 1... just reduce the cover time so one cant cover the whole time needed to claim a spot. Or make the claiming break the cover...
It is not cheating if it is working as intended. Can someone with an OFFICIAL confirmation from SE that it is indeed a bug?
it was posted in the bug forum and marked as an accepted bug
https://forum.square-enix.com/ffxiv/...-making-claims
i would. it is clearly a confirmed bug by devs and is being abused, and even for the users who do not view forums at all or notices, it is obvious to tell this is not intended behavior. all other games, confirmed bugs being abused to gain advantage means a BAN. people are lucky if they are not PERMANENT BANNED. as to how to catch them, i do not know how these companies catch exploiters, but they have their methods, and it is always followed with a "i didnt do anything" flood of crying pleas. "i didnt know it was against the rules!" phooey
yeah right.
sometimes i would read warcraft forum in classic version for AV afk exploiters crying "oh i did nothing wrong" and the GM would come in and post the logs and data that shows they AFK exploited for 20-30 minutes at a time 20 games in a row. now that is comedy
First of all, how Blizzard GMs handle cases is not a golden standard for other games' GMs / STF.
Second, interacting with an Ovoo / Node is similar to using Elixir in there you can be interrupted upon taking damage unless Covered. Cover-Elixir is seen as a normal interaction, so I would give benefit of doubt to PLD players that they do not see this as a bug but rather an overpowered yet legit interaction.
So you would ban if not straight up permaban people using their job as they think is intended. They are merely playing meta and because some GM on the forum put the Cover-Ovoo strat into the "Accepted Bugs" queue, they should now be punished? No PSA, no warning, they are supposed "to simply know or think for themselves how this is cheating"? Like no offense, we have better things to do in our evenings than ponder if a normal-feeling interaction is considered cheating to some knobs.
No ban, no punishment. Hate the game / dev for putting no fix and no PSA out, not the player who just plays FFXIV without touching the forum.
every single interaction is interrupted by damage in this game, even sometimes spell casting. what would make you or anyone else think in any, way, shape or form, that being able to avoid that mechanic is working as intended, simply because they "dont read the forums". i havent read the forums up until like 2 weeks ago searching for if this ridiculousness was in fact a bug, and i already knew it sure wasnt intended.
gold medal for mental gymnastics, 10/10 stuck the landing
also, as a footnote, i would say the way their GMs handle the cheaters on the forums is the gold standard, as they banned them for cheating.
Paladin cheese is apparently the way to play!
Couldn't find it in the bugfixes, nor the accepted bugs of 6.2. Thanks Square!
Because despite damage interrupting as you say, the covered person never receives the damage to begin with. The exact same can be replicated using PVE Cover on someone interacting with something as AOEs land on them (i.e. Leviathan EX / Unreal water aoes on someone activating barrier). From a normal deduction, Cover preventing interruption is a normal occurance.
I am not denying it is a problem and exceptions should be in place. What I am saying is that without external info, a Paladin simply playing the game will not think of it as cheating but instead just an overpowered strat. They shouldn't be punished for that without warning.
Ignore that last part entirely please, I completely misread the name.
Either way, not cool to just hurl insults like "gold medal for mental gymnastics" while having a civil conversation.
i dont know who jamie is and i havent told anyone theyre full of anything, yet the gymnastics continue. no idea why you are trying to defend cheaters but you do you i guess. "From a normal deduction, Cover preventing interruption is a normal occurance." no, it isnt. as there isnt a single ability to prevent interruption in the entire rest of the game outside of the pushback prevention skills that are on a 2 minute cooldown, on top of the fact that if anyone has played any other mmo pvp game ever (highly likely the cheaters have), they would know this is a common game mechanic in every single one of them where you have a channeled ability being interrupted, especially when talking about capturing a node.
2 gold medals in one thread. well done.
i guess if someone found an infinite gil dupe glitch it would be acctepable as well, since they "dont read the forums" and just thought "its an overpowered farming strat". i guess they get off scot free as well, i mean, they didnt know any better after all. its their first game!
is there a platinum medal by chance? or maybe a palladium medal would be most appropriate for those who choose to defend the paladin cheaters.
considering you have a conspiracy about me being someone else though i dont see any reason to continue this discussion with you, you are not thinking clearly to begin with
As mentioned in the edit, I mistook you for another person by accident.
As mentioned onwards though, I have done nothing to deserve "mental gymnastics" comments from you. I'm trying to be as civil as possible.
Regarding Cover interaction I will test this later in PVE areas. If it is indeed as you say, I will rest my case, but if I can prevent someone from getting interrupted then... well.
Also an infinite-dupe glitch of any sort is not even remotely comparable to an interaction of a game mechanic preventing attacks landing on you.