lets make it happen SE
lets make it happen SE
id like 8v8v8 but i wanna keep the 24v4v24 as well
i want it both ways
ye lets have both, sounds good to me
The way I look at it when getting hit with seemly unlimited CC's in FL is I'm making them waste all of their burst on me so my team will hopefully have an easier time beating them after I die. As it stands right now if they don't adjust the bonus defense on melee back down more they would be able to escape from 99% of encounters if you limited CC. Stacking CC's is literally one of the only ways to kill a good melee player right now in FL.
Sounds like fun!
I'd rather they make a separate CTF mode, and then bring back 8v8v8 frontlines only when there aren't enough players to fill 72 slots, or 16v16v16 if there are only 48 players etc like before. That way the que isn't split. Shrink down the maps if possible with less players.
I wonder if 5v5v5 would be easier to balance for CTF since that's closer to what CC is like?
DR on crowd control would require a lot of balancing, and would trickle down and affect almost everything.
Like off the top of my head it would make ninjas even more god like because you couldn't lock them down. They'd have to rebalance everyone's kit and HP totals. Heal spam would need to be reduced since you can't burst into multiple stuns.
Idk it doesn't sound awful but, at best it would give the devs a lot of work and at worse it could take away player agency because no more timing cc with other players to secure a kill.
Without crowd control we are pretty much just playing PVE. Pressing damage buttons until one of us has 0hp, and that sounds worse than what we have now.
I'd rather they give everyone a fetter ward ability in addition to purify rather than diminishing returns.
Nah it would let more support oriented classes shine more. Like, there's currently no reason to go bard over red mage since both have the same amount of hard CC, but red mage's kit is more versatile. If they gutted a lot of the CC from DPS jobs, they could let bard have an actual place in games, etc etc. As it is right now it's just bloated with most jobs having two, if not more ways of applying some kind of CC.
Idk I'm not defending the server tick rates, but after playing a while you kinda just learn when damage is coming your way. If you burned your purify, then you know you'll have to guard the cc and burst.
If one tick off the server kills you then you probably hit guard too late with too few hp. Dots tick through guard which punishes you for pressing it after damage vs before.
I'd I get verflared after I press guard I know I waited too long and they deserved the kill. At least in my opinion.
We're kinda talking about two different things. I was talking about if they added diminishing returns, which wouldn't help a class like bard because they rely more on crowd control, and have two separate abilities that crowd control vs rdm cc sharing a cool down. Like if you tried to silence them on bard, but they resisted it, then you just effectively threw away your biggest win condition.
You're talking about removing cc from other jobs to make bard more unique. Imo this would remove depth from pvp and make it more like a PVE encounter where everyone just presses their buttons in order until everything dies. It's scripted instead of organic like pvp should be.
I think if purify and guard were a little snappier people wouldn't be so bothered by the amount of crowd control. That's probably not going to happen so the next best thing would be giving us more ACTIVE tools, instead of a passive dr on cc.
What do you mean? You don't like being CC'd 8 times for 2-3 seconds each in a game mode where 2 seconds is your entire life span? :)
I get the whole no CC means no deaths thing though. That's how pvp use to be. Very much a contest of which samurai could get three stickers first.
What if, while waiting in que for 24v24v24 if the time hit some known amount, it started an 8v8v8 instead with whomever was waiting longest?
8v8v8 Frontlines has been a thing before, and honestly it's awful. The maps are way too big for 8v8v8 because success usually requires splitting up with multiple objectives active at the same time, and simply showing up 2v3 for an objective means one side is outnumbered by 33%. And because the maps are so big, if you travel all the way to an objective only to see something like 1v3 or 2v4 as an auto-loss, getting back to somewhere else where you'll be useful takes forever.
What XIV has needed for years is some kind of mid-scale PvP. WoW really nailed it offering modes ranging in all sorts of PvP scales ranging from Arenas as small as 2v2 and as big as 5v5, to mid scale with Warsong (10v10) and Arathi Basin (15v15), to large scale like AV (40v40).
XIV has small scale at 5v5 only, zero mid-scale options, and 72 man zerg fest. Rival Wings hasn't even existed in a long time. But XIV can never have anything resembling Arena until they fix their netcode, but it can absolutely garner participation and offer fun PvP experiences by offering medium-scale PvP maps that are much smaller in size with objectives that aren't an RNG casino. Since Grand Company queuing / loyalty has been eliminated they should just revamp it completely and get rid of these massive 3-team RNG zerg fest maps and give us fun 8v8 and 16v16 maps to compliment the 24v24 Rival Wings that everyone universally enjoys more than Frontlines but can't play because no one is incentivized to do so.
Tin-foil hat conspiracy logic would wonder if SE props up Frontlines as a bot-magnet for that juicy bot revenue, where actually good smaller-scale PvP maps would make botting in PvP much less desirable.
Edit: It also seems SE really really wants to avoid letting people group up and get in voice chat and win games with cooperation and strategy. Even in frontlines you can't group up with more than 8. They have some kind of PvP design philosophy of "PvP should be as RNG as possible so even the worst of the worst players can chance their way into wins". But honestly, queueing up for PvP to see a stacked team put you in the dirt and win the game in 5 minutes flat is a better experience than spending the full 20 minutes in a frontlines only to come in third place after winning most of the game simply because of how the objectives spawn.
I wouldn't mind 8v8v8 coming back, especially with this new system.
i'm say again drg need it's lb reword adn by reword i mean you can guard it it you can guard drg lb then you can guard all lbs
The chain stunning crap is, by far, the most mind-numbingly stupid thing they've ever put in PVP.
Good catch. I was replying to someone talking about Brd just being a weaker version of Rdm or something to that effect. I think Brd could use some tweaks to make it more fun personally, but Rdm cc is different, especially since it shares a cooldown vs Brd being seperate cooldowns.
Idk what do you think Reinhardt? What could they change to give it a little more oomph, without becoming totally op?
(I'm writing this understanding you ask my feedback on Bard, if I misinterpreted feel free to inform me)
For starters, I am not giving my input out of the blue, I actually talked with actual BRD players about it what they thought about the ideas I expressed.
1.) Things that are good and should be kept:2.) Things that could use some tweaks:
- Apex Arrow -> Blast Arrow for group buffs
- Warden's Paean defensive utility
- How Empyreal Arrow functions
3.) Things that need actual reworking:
- More firepower / potency distributed in the kit or with reworked actions
- Stacks and/or alternate method to obtain Pitch Perfect (think Atonement from PLD)
- Silence reduction from 3s to 2s for streamlining of CC + balancing point to give more firepower
- Final Fantasia: Rework/Replacement
replace it with: Saggitarius Arrow / Radiant Finale / Radiant Arrow (name tentative)
Line AOE doing 12000-18000 dmg and buffing teammates inside the line AOE like Final Fantasia (and maybe in a small radius around the BRD player)
The goal here is essentially more firepower, yet keeping the supportive nature of BRD intact while balancing it against their fairly potent Silence. Other changes that could be considered is a slight adjustment in the range scaling for Powerful Shot / Pitch Perfect. This would result in less dependency on your team without striking your team value out of the court (i.e. being broken).
Hard agree on this as well tbh. I thought I was just getting the wrong impression since I only played ranged/heals for the longest time, but when I actually tried mnk in FL it was like... dude. It's like going in there with training wheels, I have to actively try if I'm going to die unless I'm literally facing down the entire zerg alone and letting them pile all that CC on me.