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  1. #1
    Player
    Hyrist's Avatar
    Join Date
    Oct 2011
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    Next to a dead Snurble.
    Posts
    1,969
    Character
    Lin Celistine
    World
    Goblin
    Main Class
    Dragoon Lv 90
    Quote Originally Posted by AntiSocialPanda View Post
    <snip>
    If we're going to make cast interruption more difficult, then we're going to have to make casting weaker across the board. Range is the safety measure of all mages and one you remove the immediate threat of being interrupted once that distance is closed, you're going to invalidate a lot of Melee further than they already feel. In circumstances in which melee feel a if they can't over-extend, mages already stand to have a most significant advantage. The only times in which cast interruption becomes a major issue is when a Mage is caught alone with their cooldowns down - which shouldn't ever happen in a team-based game and, in my humble opinion, that's the fault of the players, not the system.
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  2. #2
    Player
    Red_Wolf's Avatar
    Join Date
    Nov 2014
    Posts
    322
    Character
    Quentin Hood
    World
    Malboro
    Main Class
    Conjurer Lv 60
    Quote Originally Posted by Hyrist View Post
    The only times in which cast interruption becomes a major issue is when a Mage is caught alone with their cooldowns down - which shouldn't ever happen in a team-based game and, in my humble opinion, that's the fault of the players, not the system.
    So anytime a caster is caught alone against a melee it should be a free kill? No bias there.

    BTW, in order for cast interruptions to become "more" difficult they have to be difficult to begin with. You auto-attacking does not qualify.
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    Last edited by Red_Wolf; 02-06-2015 at 07:26 AM.

  3. #3
    Player
    Hyrist's Avatar
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    Oct 2011
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    Next to a dead Snurble.
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    1,969
    Character
    Lin Celistine
    World
    Goblin
    Main Class
    Dragoon Lv 90
    Quote Originally Posted by Red_Wolf View Post
    So anytime a caster is caught alone against a melee it should be a free kill? No bias there.
    If it's a free kill the caster is doing something wrong. Every one has a bind and/or a sleep available to them, most of them instant or have a cooldown to become instant, some of them are on insane duration. An isolated melee vs an Isolated caster should mean either a free kill for the Caster's team due to chain CC or a free escape on behalf of the caster.
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    Last edited by Hyrist; 02-06-2015 at 07:54 AM.

  4. #4
    Player
    Red_Wolf's Avatar
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    Nov 2014
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    322
    Character
    Quentin Hood
    World
    Malboro
    Main Class
    Conjurer Lv 60
    Quote Originally Posted by Hyrist View Post
    If it's a free kill the caster is doing something wrong. Every one has a bind and a sleep available to them, most of them instant or have a cooldown to become instant, some of them are on insane duration.
    Or... not. Are you not going to use Purify? If so thanks I guess. I get to run away instead of trying to kill you. Wow, I showed you!

    Why do I have to run away as a caster? That is your bias. Melee already have enough advantages. You can attack on the move. You can interrupt while simply using your best burst DPS rotation. A skilled caster should be able to kite and kill you.
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  5. #5
    Player
    Hyrist's Avatar
    Join Date
    Oct 2011
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    Next to a dead Snurble.
    Posts
    1,969
    Character
    Lin Celistine
    World
    Goblin
    Main Class
    Dragoon Lv 90
    Quote Originally Posted by Red_Wolf View Post
    Or... not. Are you not going to use Purify? If so thanks I guess. I get to run away instead of trying to kill you. Wow, I showed you!

    Why do I have to run away as a caster? That is your bias. Melee already have enough advantages. You can attack on the move. You can interrupt while simply using your best burst DPS rotation. A skilled caster should be able to kite and kill you.
    I'm not going to get into a one on one skill opinion debate on you on a team game.

    It is a team game, not much difference than a Moba, and you're arguing that a support should be able to kill the AD carry flat out. No, just no. Play to the game's mechanics or don't play.

    And skilled Caster class (read Summoner or Black Mage), in fact, can kill a Melee one on one. It depends who gets the drop on who first. (obviously it's a lot more complicated than that but you do Catster DPS a discredit to think it's an automatic free kill melee.)

    Quote Originally Posted by TheWaywardWind View Post
    Intentional or not, you confuse rage with disappointment, which only makes me even more disappointed.
    All caps does not infer disappointment, but rage. The disappointment, sir, is mine.
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    Last edited by Hyrist; 02-06-2015 at 08:39 AM.

  6. #6
    Player
    Red_Wolf's Avatar
    Join Date
    Nov 2014
    Posts
    322
    Character
    Quentin Hood
    World
    Malboro
    Main Class
    Conjurer Lv 60
    Quote Originally Posted by Hyrist View Post
    I'm not going to get into a one on one skill opinion debate on you on a team game.

    It is a team game, not much difference than a Moba, and you're arguing that a support should be able to kill the AD carry flat out. No, just no. Play to the game's mechanics or don't play.

    And skilled Caster class (read Summoner or Black Mage), in fact, can kill a Melee one on one. It depends who gets the drop on who first. (obviously it's a lot more complicated than that but you do Catster DPS a discredit to think it's an automatic free kill melee.)
    I believe I am playing. Every night as a matter of fact.

    If you die to caster one on one as a melee then you are awful. Plain and simple. You've already admitted how OP they are in this situation. You can't just backtrack now and talk about this optimal situation. It's a free kill. And that bias and ego on how game mechanics "should be" is what is causing a lot of melee trouble in Slaughter. They just aren't used to having to play defensively at all.

    I think all melee players want to be able kill casters 1v1 and have their LB AoE's nerfed to the ground so they can kill them in Slaughter just as easy. I've seen so many melee players cry over this. You can't have it all!
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    Last edited by Red_Wolf; 02-07-2015 at 12:50 AM.

  7. #7
    Player
    Hyrist's Avatar
    Join Date
    Oct 2011
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    Next to a dead Snurble.
    Posts
    1,969
    Character
    Lin Celistine
    World
    Goblin
    Main Class
    Dragoon Lv 90
    Quote Originally Posted by Red_Wolf View Post
    I believe I am playing. Every night as a matter of fact.

    If you die to caster one on one as a melee then you are awful. Plain and simple. You've already admitted how OP they are in this situation. You can't just backtrack now and talk about this optimal situation. It's a free kill. And that bias and ego on how game mechanics "should be" is what is causing a lot of melee trouble in Slaughter. They just aren't used to having to play defensively at all.

    I think all melee players want to be able kill casters 1v1 and have their LB AoE's nerfed to the ground so they can kill them in Slaughter just as easy. I've seen so many melee players cry over this. You can't have it all!
    You're putting words in my mouth if you think I said casters and/or Melee are OP. I've said multiple times already that I feel the Adrenaline system could uses balancing. I honestly thing people mistakenly undervalue Melee in Slaughter as they're quite effective if you take advantage of their strengths and use them to apply pressure to opposing teams. Every single one of them has a gap closer that can be used to snipe down a squishy with the appropriate co-ordination. Players just don't coordinate as easily when they're not premade groups.

    Also, this sounds a lot like personal bias on your end - meaning you, personally, are having troubles against melee. Your profile says you only have White Mage leveled. Are you PvPing on an alternate character as a DPS Mage, if so... step down from the horse a second and do some research. Lots of guidelines, especially for BLM, on how to take down a Melee one on one. Talk to your peers on how they handle the situation.

    And again, this is all standing on an invalid straw-man argument that each class should be equivalent to each other in a team game. That's just not a reality of team based PvP. I don't know how this escapes you. A lone healer gets dropped on by a melee and ganked, that lone mage was out of position to begin with. To be truthful, no class should really be alone in these modes.

    I'm seriously tempted to get on my Arcanist character and push to address your concerns from direct and recent experience. However I've more pressing reasons why I need to focus my PvP efforts on Hyrist right now.

    Quote Originally Posted by Synnovus View Post
    After giving it some thought I'd like to see the Beta Node's (+HP) spawn time pushed back by 45 to 75 seconds. I feel that this would promote the value of the outer nodes as there is less objective worth in the middle. This also give the opportunity for players who pursue the outer nodes to make it back to the middle to contest the Beta Node. A decisive victory over an outer node, either through excellent teamwork or another Grand Company's choice to ignore the objective, should allow a team enough time to take the objective and make it back as (or slightly before) the Beta Node is spawning. This also gives a team the option to stay in the middle in order to get a head start on the Beta Node but with less free time before the other teams return to contest the node. While there is less objective worth, there is still some strategic worth as you can get the initiative on teams who are coming up the jump pads and/or ramps.

    Personally, I like the Interceptor Node as it is. The pulse AoE brings a new dynamic to the fray as it messes with crowd control and puts a bit more (though not much) strain on healing. It really brings out the feeling of a Team Deathmatch as you have a bloody battle over the final objective with every team using their full force. I also find the Object 130 enrage (if you ever see it) to be hilarious.. but maybe that's just me.
    I can see some of the logic on the Beta Drone, but I can’t entirely agree, I’ll explain some of my logic here.

    The reason why Beta Drone dies before groups return is usually an error on behalf of the ‘Center’ team for the objective focused team. If they are DPSing the node, they’re giving their team less time to come up.

    What they should be doing at that time is playing interference for the other teams - making it as painful to focus the Beta Drone as possible. I’ve recently had a team successfully pull of this tactic and enable their teams return to secure both an Alpha and a Beta Drone. (Sadly, we lost the Node after and that kinda negated our lead, but it secured us second.)

    I could see perhaps a 15-30 second delay, but having multiple valuable objectives on the field does ask for a split focus, which I feel is good for gameplay overall.

    Still, the Meta is new. I’m wondering how long the BLM trend will continue once melee’s realize that it’s easy to rush + Fetter Ward Raw Destruction most mages dead straight out. Nowadays I mostly see Melee trying to use it to capture objectives, which, honestly, I think Cometetor does a better job at it clears enemies away from the target as well.
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  8. #8
    Player TheWaywardWind's Avatar
    Join Date
    Apr 2014
    Location
    Gridania
    Posts
    290
    Character
    Alexander Miller
    World
    Sargatanas
    Main Class
    Conjurer Lv 80
    Quote Originally Posted by Hyrist View Post


    All caps does not infer disappointment, but rage. The disappointment, sir, is mine.
    This is an overarching generalization only true to you. Again, son. I am dissapoint.
    (0)

  9. #9
    Player
    faq's Avatar
    Join Date
    Aug 2013
    Posts
    45
    Character
    Faq Aguilera
    World
    Gilgamesh
    Main Class
    Marauder Lv 50
    Why are people talking about 1v1 in a thread about slaughter? There was some good discussion about the actual game mode going.
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