Would be nice to have some addressing the rampant issue of CC being EVERYWHERE. For a """"""""""""""""""""""competitive"""""""""""""""""""""""""""" game mode there sure are few updates.
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Would be nice to have some addressing the rampant issue of CC being EVERYWHERE. For a """"""""""""""""""""""competitive"""""""""""""""""""""""""""" game mode there sure are few updates.
Its a design choice not a balance issue. They wanted there to be plenty of CC to make flashy combo's with LB and stuff :p
Ive been playing cc all day and im really at the point where im seriously questioning....who is in charge of pvp based decisions? I know yoshi wants pvp to be popular but at some point they have to really humble themselves and consider bringing in secondhand experience because this isnt going to last long term. The fact that they thought this was balanced in the first place is VERY revealing
*Cries in Sage main*
I mean, yes my ult is nice especially on the "checkpoints" when the crystal stays static. But the damage is to low to prevent people from just walking in and i dont have any CC.
Most of your damage come from ranged attacks, and you even have a gap closer to set up even more damage.
In a meta where every other DPS job has some form of it, it feels just a little shit having people just walk away from my damage when every other job can lock their target down. And it being the most balanced in THIS meta leaves it on the weak side. I mean monks are whining about having to use all their resources to be able to 100-0 someone with no counterplay, like what the fuck is this.
Black Mages are the most annoying and frustrating to play against right now for me as a drg. High damage, ultimate gives them instant damage and mobility, and two forms of cc between stuns and sleep. Even their burst aoe ability gives them a shield.
Comparatively speaking it kinda does. Without any tools to lock anyone down you'd be lucky to get even a ranged player down to half HP in a 1v1 situation. That's before you get CC'd and they walk away from your damage :^)
I'd like to actually pose a threat like monks and dragoons and ninjas without needing the whole squad lol
I've only played a paladin last season and this one, so my perceptions of balance are likely inaccurate. I feel like the paladin swings from feeling like a game-winning element to having no impact whatsoever. Oftentimes I wonder if I am doing something obviously wrong, because I'll have a game in which I feel unbeatable, followed by one in which I am an annoying gnat buzzing around the crystal and unable to do much more than act as a nuisance.
I fret whenever I see enemy summoners and machinists. For whatever reason, their appearance on the enemy team spells doom for my team.
One of the worst feelings is knowing that you played your best and and no matter how well you do, theres nothing that can be done to win the game. Whether its performance vs comp. I had a game yesterday where I went 4-1-6 with 122k damage as a dragoon. Top damage and the next 5 positions in damage were the other team. We lost and it was annoying due to my win streak being snapped. It doesn't happen just in this game but in any other team game comp like overwatch or any MOBA.
Gotta love when your win streak is broken and then a loss streak starts with no possible win path
11:09AM
WHM (me) 255K damage
SCH 379K
BLM 79.5K
WAR 70.8K
DRG 78.2K
11:23AM
WHM (me) 136.6K
MNK 149.4K
BLM 51.6K
NIN 141.17K
MCH 205K
11:30AM
WHM (me) 340.8K
GNB 432K
PLD 165.8K
MNK 76.7K
RPR 210.4K
Because ranged jobs are poorly balanced in conjunction with the terrible map design. They can burst you down on top of CC'ing you, but to get to them you have to go past their entire team, who will most likely bite a chunk out of your HP and cause you to burn your one purify before you even get to the range.
Then if you get to them they can just CC you and run away, guard halfway through your burst, use their mit/shield ability or just spam heals. God forbid you're going after a MCH, because even if you do have resilience up you'll still get knocked back from the shotgun. Guard won't be of much help either thanks to drill.
The problem with ranged jobs really starts rearing it's ugly head when you're fighting on the crystal, nothing is more annoying than being silenced, stunned, deep-freezed, bind, half-sleep or heavy when you're already dealing with melee jobs CC.
It also doesn't help that you can just be deleted by MCH's LB or hit with the unavoidable damage from SMN's LB unless you're lucky.
I'll not ignore the fact that too many players have a serious case of tunnel vision though. The amount of times I've seen players just completely ignore a range that's standing just a bit of the point while they nuke the enemy team uncontested is too high.
None of this applies to DNC though, which is why it's probably the worst job in CC.
Absolutely! I only played Overwatch for a while after its release (and only made it to Platinum there too . . . apparently I'm just a platinum player in ever game), but it was the same story. The main difference I feel is that in Overwatch I could more easily judge whether I had done a good job personally. For example, I only ever played healers in Overwatch, and it became easy to tell if the problem was me (not enough healing, dying stupidly, etc.) or my teammates. The first issue was fixable since that's in my direct control; the other, not so much.
I feel like another thing that made Overwatch easier to understand was the voice chat. After I endured the standard "omg you're a girl!" reaction (no worries, I'm used to it), I found voice chat to be helpful for getting everyone on the same page. Even less skilled players could learn and improve by following a shot caller's directions, or come to me for healing, etc. Since there is no voice chat here in FFXIV's PvP, it's a massive challenge for anyone to know what to do and get on the same page.
Likewise, I felt it was easy to tell in WoW's PvP (battlegrounds, arena, etc.) if the problem was me or my teammates.
For whatever reason, I have a hard time telling currently if the problem is me or my teammates. I've tried to narrow it down by repeating my same strategy across dozens of matches, but haven't discovered a method with the paladin to improve my win rate consistently or increase my team's chances to win.
Oh yes. I can reach the ranged easily as a paladin, but actually doing enough damage to kill them is another thing entirely. Unless I'm backed up by a DPS or two, I have zero chance of taking them out unless they are totally out of healing and already low on health.
Removing crowd control effects as a whole is probably not the best idea either but it for sure should be GUTTED out of most DPS jobs' kits. There's just way too much. And yes having wyrmwind separate from elusive jump would also be neat lmao
Cool go suck yourself off in the corner or something. You're adding nothing of value lmao