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  1. #121
    Player
    Pibz's Avatar
    Join Date
    Aug 2013
    Posts
    350
    Character
    Cat Man
    World
    Omega
    Main Class
    Marauder Lv 30
    Change was needed, new people got constantly turned off by how high the barrier of entry to blm/healers was. Of course adjustments are necessary (a nerf to raw dps/hps output of blm and healers would be my solution), but all in all i think we all need to look at the positive side that we got such significant adjustments just one week after the release of the new mode, they weren't the greatest, but if they keep this up it can only be bound to get better.
    (2)

  2. #122
    Player Iagainsti's Avatar
    Join Date
    Apr 2014
    Location
    Ultimecia's Castle
    Posts
    1,309
    Character
    Iagainsti Kilamanjiro
    World
    Zalera
    Main Class
    Marauder Lv 60
    Was finally able to see both sides of the fence last night(playing Warrior against casters, and playing a caster myself) and while I did find as a tank I don't have such a defining role, this change made BLK at least go from "sometimes fun/sometimes frustrating" to "Had a blast the whole match".
    (0)

  3. #123
    Player
    Delmontyb's Avatar
    Join Date
    Mar 2011
    Location
    Gridania
    Posts
    1,335
    Character
    Brin Zalazar
    World
    Sargatanas
    Main Class
    Conjurer Lv 90
    Playing as a Tank, and as a Healer, I love the changes when I'm leaning. And even while I'm tanking. It makes Stun, and other skills way more useful. The matches seem more enjoyable for pick up groups, and they go back and forth. All in all, I'm enjoying PvP more with these changes.
    (1)
    Work To Game on YouTube [Guides, and More]...
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  4. #124
    Player
    MrPresident's Avatar
    Join Date
    Mar 2016
    Posts
    329
    Character
    Casper Colt
    World
    Cerberus
    Main Class
    Summoner Lv 90
    It's made The Feast boring. I enjoyed the back and forth with lots of kills. Now they're tight scrappy affairs. Bleurgh.
    (6)

  5. #125
    Player
    Sunako's Avatar
    Join Date
    Nov 2013
    Posts
    1,439
    Character
    Sunako Kirishiki
    World
    Phoenix
    Main Class
    Pictomancer Lv 100
    this is probably some kind of trade off from the sprint change.
    (0)

  6. #126
    Player
    Petite's Avatar
    Join Date
    Jul 2014
    Posts
    373
    Character
    Petite Poutine
    World
    Exodus
    Main Class
    Scholar Lv 90
    I would have been fine with a 7.5% of max HP spell interruption to at least not get interrupted by melee skills under 200 potency. But they didn't take into account that people would change their accessories to VIT and always take the DEF kit to boot.

    4v4 matches are a spamfest of sleeps and freecasting blackmages you can barely interrupt anymore. Their turret damage hits so hard they make the healers sweat. They're even considering changing the layout of the middle for better LOS to accommodate casters and healers even more.

    I'd change the spell interruption to 800 damage flat.
    (3)
    Last edited by Petite; 03-20-2016 at 02:45 PM.

  7. #127
    Player
    Ryuko's Avatar
    Join Date
    Mar 2011
    Posts
    1,281
    Character
    Ryuko Kanzeon
    World
    Hyperion
    Main Class
    Summoner Lv 90
    I wish they had made it like other MMOs where if you were hit, your cast became longer (got bumped back toward the start) but you weren't necessarily interrupted. Such as, every hit bumping you back .5 seconds in your cast until the cast finally went off. So, being hit meant the cast took LONGER, but it wasn't interrupted unless you were slept/stunned/etc.

    I feel as though the casting change made casting (and the feast in general) a little less exciting/challenging. I understand they needed to do sooooomething, but I don't necessarily think this change was that was needed.
    (3)

  8. #128
    Player
    LuceliaUltima's Avatar
    Join Date
    Nov 2013
    Posts
    449
    Character
    Bear Zerger
    World
    Leviathan
    Main Class
    Marauder Lv 80
    they should lower a bit sleep/bind timers/resistance, because you can barely break casts like blizz2/repose but there's still the same effect.
    (0)
    Last edited by LuceliaUltima; 03-21-2016 at 06:30 PM.

  9. #129
    Player
    Dimitrii's Avatar
    Join Date
    Jul 2014
    Posts
    849
    Character
    Knives Stryfe
    World
    Diabolos
    Main Class
    Alchemist Lv 90
    The spell interruption rate is fine as is imo but now that blm are allowed to cast more freely, sleep needs to be nerfed a little in duration. Whm + Blm combo becomes a problem with all the sleeps being tossed everywhere. Don't get me wrong the setup is still far from unbeatable but that's an insane amount of cc for an equally insane amount of duration.
    (1)

  10. #130
    Player Februs's Avatar
    Join Date
    Jul 2015
    Location
    Ul'dah
    Posts
    1,927
    Character
    Februs Harrow
    World
    Diabolos
    Main Class
    Paladin Lv 90
    Quote Originally Posted by Dimitrii View Post
    The spell interruption rate is fine as is imo but now that blm are allowed to cast more freely, sleep needs to be nerfed a little in duration. Whm + Blm combo becomes a problem with all the sleeps being tossed everywhere. Don't get me wrong the setup is still far from unbeatable but that's an insane amount of cc for an equally insane amount of duration.
    I can totally agree with this. In my opinion, the changes have been pretty solid so far. I'm finding that it's also having a positive impact on the attitude of some PvP'ers as well. This could just be a coincidence, but I haven't had nearly as many people make obnoxiously unrealistic demands for locking down the healer, and there's been a slightly stronger sense of needing to work as a team (not to say that everyone does, mind you). There are still changes needed, though.

    Sleep duration is a big one. I'm finding that a lot of people are having the same issue with sleep that we used to have with the Smn burst. Purify just does not keep up with a Whm/Blm combo if they know how to abuse their kits. You can be left vulnerable for a ridiculously long time, and you don't have the tools to keep ahead of it. The most viable method has become to simply zerg down the Whm or Blm with pure brute force using both the Dps and Tank. It makes for a good tug-o-war in the matches (I've had quite a few that have been within 100 points, of late), but I feel like it just limits the tactical options a little.

    My thoughts on it are that they need to reduce the duration of sleep a little or provide players with another means of removing, reducing, or resisting the status. My first thought is Materia, since that system was already in place, but SE let that ship sail a long time ago. The other option could be a consumable item of some kind? I dunno. Just spit balling here. Whatever they decide to do, I'm looking forward to future balancing adjustments to go along with whatever they have planned for Drk.
    (1)

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