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  1. #1
    Player
    Leozhontai's Avatar
    Join Date
    Jan 2014
    Posts
    92
    Character
    Leozhontai Thewicked
    World
    Malboro
    Main Class
    Alchemist Lv 60

    Can you Devs please pay close attention to pvp dps

    I think the game is pretty much balance every class have something to offer but their is one thing that need to be check is the dps burst damage of certain class like summoners......I tried not to complain till I play many matches to tell if certain dps is overpwered to others and now since I done so many matches and reach rank 50). My personal opinion is that summoners need to be recheck on the amount of dps they can dish out in seconds in pvp. To me they are far more dangerous than black mage in pvp due to they can kill you almost instantly and while they sprinting to and from you while keeping distance. Since 3.0 came out I fear summoners way more than black mage from distance.

    I play monk if you all are wondering.
    What are everyone else opinion on this issue.
    (15)

  2. #2
    Player
    Gryzz's Avatar
    Join Date
    Aug 2011
    Location
    Ul'dah
    Posts
    96
    Character
    Gryzz Odyss
    World
    Balmung
    Main Class
    Armorer Lv 51
    I see blm as more advanced, a unit for coordinated parties (aside from slaughter) whereas smn burst and dot. They specialize in different areas.
    (2)

  3. #3
    Player
    PotatoTree's Avatar
    Join Date
    Apr 2012
    Posts
    706
    Character
    Momoko Tomoko
    World
    Sargatanas
    Main Class
    Miner Lv 100
    SMN burst is definitely really really high. I play SMN and I wouldn't mind them tuning it a bit, but they have to be careful because after that burst, SMN are pretty much useless for the next minute. So if the person being bursted runs away, gets a heal, purifies at the right time, gets a tank or healer LB, gets tesudo/Focalization/any other buff, SMN gets virus'd/buffs knocked off/stunned etc. it's a wasted minute.

    If they do nerf SMN burst, I think they also need to nerf offensive LBs. The caster LB is what makes SMN and BLM really good in Sieze and Slaughter, and they get even better when there are two casters in voice chat. Same with Meele LB, a gap closer + stun = unavoidable death, just like the SMN burst. At least the SMN burst has several counters, LBs are too fast to really have a counter at all. This allows an unskilled player to kill a skilled one, no matter how big the skill gap is. The only way around it is to wear a bunch of vit, which if we're going that route, might as well say that you can counter SMN burst with vit gear too.
    (6)
    The tiniest lala.

  4. #4
    Player
    RiceisNice's Avatar
    Join Date
    Jul 2014
    Posts
    3,514
    Character
    Flo Fyloord
    World
    Famfrit
    Main Class
    Machinist Lv 80
    Quote Originally Posted by PotatoTree View Post
    ...
    The damage from their DoTs are still fairly steady, all things considered. Melee needs to stay on your ass the entire time, MCH/BRD has damage penalty if their target is too far/too close, and BLM is the definition of a turret and won't be able to hit a moving target.

    There's also pet utilization which can be either extra damage or on-demand stuns and/or a knockback, something that a BLM lacks entirely, and a BRD that has on a relatively long cooldown.
    (3)
    ____________________

  5. #5
    Player
    Soular's Avatar
    Join Date
    Jan 2014
    Posts
    77
    Character
    Gremms Foulke
    World
    Cactuar
    Main Class
    Dark Knight Lv 70
    IMO-

    -Curb SMN's burst somehow, in a way that isn't going to completely shaft the class in most scenarios (basically, curb it in a way that stacking multiple SMNs on one team is not going to be anywhere near as effective as it is now, this, by extension, would not at all affect Wolves' Den, since you cannot stack SMNs there)

    -Remove/rework Battle High/Fever

    This is just from what I've observed in Seize, and I have the same gripes with it as I did with Slaughter, unlike Slaughter however, I don't think personal LBs would be as much of an issue if the current High/Fever effects were taken out of the equation. Copy-pasting Slaughter's setup into a new mode with no consideration for balance was not a healthy move, imo.

    At this point I'm only sticking around in Seize for the coat; and once I have that I'll be queueing Secure for FL almost exclusively, most likely.
    (0)

  6. #6
    Player
    Monoman's Avatar
    Join Date
    May 2015
    Posts
    45
    Character
    Kurauna Ten
    World
    Brynhildr
    Main Class
    Monk Lv 60
    I've suggested it on another post and I think the most effective change would be to remove the ability to bane dots created by tri-disaster. Being able to use 2 instant skills to spread aoe dots (which ticks for quite a bit) all while progressing yourself towards dreadwyrm trance to drop heavy damage on single targets or a group of targets is a tad much.

    This will force smn's who wish to pressure a group early in a fight to slow down and become exposed to counter play, or they can completely nuke an aggressor and lose the ability to spread dots. They will still be powerful in a 1v1 but pvp isn't built around 1v1 and this change would put them in line in group battles.

    Quote Originally Posted by Soular View Post
    IMO-
    -Remove/rework Battle High/Fever
    Well just removing lb's counting towards kills would do the trick wouldn't it? maybe melee won't blow lb's for selfish gains.
    (0)
    Last edited by Monoman; 08-19-2015 at 12:17 PM.

  7. #7
    Player
    Gooner_iBluAirJGR's Avatar
    Join Date
    Aug 2013
    Location
    Ul'dah
    Posts
    627
    Character
    Rosenthal Hogire
    World
    Gilgamesh
    Main Class
    Marauder Lv 70
    I like how this nerf summoner thread was disguised lol.

    Anyway, just my two cents on the issue: since summoner has very limited defense, without their burst damage they have an average toolkit so it balances out. The only thing I can see them doing to Summoner is reducing the damage on Deathflare but even that is potentially unnecessary when you consider the amount of damage the other dps classes can put out too with their burst rotations while also defending themselves fairly well.

    Dragoon: Jump + Dragonfire + Spine Shatter Drive + Impulse Rush + Skewer + Geriskogle? + GCD rotation
    Ninja: Suiton + Sneak Attack + Kassatsu>>Crit Raiton + Dream Within a Dream + Mug + ???? + GCD rotation
    Black Mage: Sharp Cast + Fire + Fire III + Enochain + Swiftcast>> Fire IV

    tl:dr Their burst compensates for their lack of defense / personal utility. Blm's have Mana wall/ward, Aether Manipulation, Lethargy (heavy/slow). Monks have Super Second Wind, Recouperate, Fists of Earth.

    #BuffMCH
    (6)
    YouTube.com/c/iBluairjgr

  8. #8
    Player
    Leozhontai's Avatar
    Join Date
    Jan 2014
    Posts
    92
    Character
    Leozhontai Thewicked
    World
    Malboro
    Main Class
    Alchemist Lv 60
    I dont want summoner to be nerf I just want more balance so people wont be getting ine shotted in a few seconds by a range dps in under 5secs even blackmage dont do that fast while sprinting away
    (0)

  9. #9
    Player
    morerancor's Avatar
    Join Date
    Jan 2015
    Posts
    161
    Character
    Blitz Fury
    World
    Coeurl
    Main Class
    Alchemist Lv 60
    In my opinion if you want the devs attention you have to make a bs minion/ glam post. They eat that cutesy stuff up. Any real issues will only be addressed in the japanese forums and then handed down from there.
    (3)

  10. #10
    Player

    Join Date
    Jun 2014
    Posts
    625
    Quote Originally Posted by Monoman View Post
    maybe melee won't blow lb's for selfish gains.

    yeah, how dare they use thier single target damaging ability to attempt to get a kill!

    thats almost as bad as them using other skills or even playing the match!

    (what you said is dumb, how is using an LB selfish)
    (3)

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