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  1. #21
    Player
    lafayette's Avatar
    Join Date
    Sep 2013
    Posts
    27
    Character
    Lafa Learns
    World
    Siren
    Main Class
    Arcanist Lv 90


    I got hit for 9k from a warrior,
    I agree, they need to be nerfed.
    (0)

  2. #22
    Player
    ArianneMartellMateus's Avatar
    Join Date
    Feb 2014
    Posts
    33
    Character
    Elia' Martell
    World
    Lamia
    Main Class
    Summoner Lv 70
    Quote Originally Posted by lafayette View Post


    I got hit for 9k from a warrior,
    I agree, they need to be nerfed.
    Working as intended since you obviously had 8-10 stacks of heavy medal
    (0)

  3. #23
    Player
    NessaWyvern's Avatar
    Join Date
    Sep 2013
    Location
    Gridania
    Posts
    1,920
    Character
    Nessa Goddessly
    World
    Ravana
    Main Class
    Conjurer Lv 96
    Quote Originally Posted by ArianneMartellMateus View Post
    I don't think there's any problem with warrior damage. Healers have just been buffed so much that only warrior is able to keep up. We should really be asking for paladin buffs not warrior nerfs.
    Ehhh..... PLDs can stop a healer for healing for around 10seconds if they time their stuns right. Pretty sure PLDs don't need a buff. Drks could use a buff though.
    (1)

  4. #24
    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 NessaWyvern View Post
    Ehhh..... PLDs can stop a healer for healing for around 10seconds if they time their stuns right. Pretty sure PLDs don't need a buff. Drks could use a buff though.
    Pld could use a few buffs ... in PvE. In PvP they function just fine. Dps need to pick up the dmg slack a little, but that's not anything to start a riot over. War's are also fine. Seeing as how Dps is pretty much their primary (if not only) function, nerfing them doesn't make sense.

    Drk's, on the other hand, absolutely require a buff in PvP. I agree with that, 100% because they're next to useless as they are right now. They don't match War's in dmg. They don't come anywhere near Pld's in utility. Having one on the team is pretty much a giveaway spot. That needs to change. Given that SE could make several adjustments to the job which would have absolutely no detrimental effects to the way they function in PvE, I think they're in the best spot for a PvP overhaul. Supposedly, SE is looking into it, and we'll see some form of fix before the next season. I just hope it's not too little too late. I'd like to get some use out of my Drk in Shatter when it comes out.
    (3)

  5. #25
    Player Isala's Avatar
    Join Date
    Jun 2014
    Posts
    866
    Character
    Isala Zuntrios
    World
    Adamantoise
    Main Class
    Blue Mage Lv 80
    DRKs need a buff in the Feast. That's an important distinction to make. In Seize, they're a monster to face. All of their PvP abilities are designed to do one thing. Enfeeble the enemy. Being able to snare an entire group of people, or kill any attempt at burst, on a 60 second CD, when most burst windows take more than a minute? A DRK is the ultimate force of "NO." Unleash spam on nodes, Purifying Living Dead after 10 seconds of invincibility, the DRK is designed to keep your node at all costs. Which is great... In Seize. In the Feast... While burst stopping is nice, it's the ability to kill your opponents that win games. That's something a DRK doesn't quite have. They have no burst like a WAR, and no ability to lockdown healers like a PLD.
    (2)

  6. #26
    Player
    Zojha's Avatar
    Join Date
    Aug 2015
    Posts
    3,565
    Character
    Lodestone Bait
    World
    Pandaemonium
    Main Class
    Gladiator Lv 1
    Quote Originally Posted by Isala View Post
    They have no burst like a WAR, and no ability to lockdown healers like a PLD.
    Really makes you wonder if allowing healers in PvP was a good choice. You're pretty much saying:"Your viability in kill centric gamemode directly correlates with your ability to negate healing, either by preventing the healer from taking action or by killing a target faster than the healer can take action."

    Ah well...
    (0)

  7. #27
    Player
    Xenosan's Avatar
    Join Date
    Sep 2011
    Posts
    1,021
    Character
    Goffard Gaffgarion
    World
    Sargatanas
    Main Class
    Dark Knight Lv 73
    I think there's only one thing OP, and it's the same bone they threw all physical DPS. Sprint.

    Can we have Sprint changed back to the way it was? Or at least free-sprint only available in Feast?

    If you did it because Icarus Wings became lucrative gil-farming synthesis (and I got the feeling that is and is the only reason why), then up the recast timer to 5min or something. But the free-Sprinting change was a miss-diagnosed session of chemotherapy to cure a stomach flu.

    I really didn't get this change. I guess most people like it though, because I don't see it discussed here (all that matters is getting that Hand of Mercy title easily as possible, amiright? -_-).
    (2)
    Last edited by Xenosan; 05-26-2016 at 09:39 PM.

  8. #28
    Player
    Lambdafish's Avatar
    Join Date
    Feb 2014
    Location
    Ul-Dah
    Posts
    3,927
    Character
    Khuja'to Binbotaj
    World
    Hyperion
    Main Class
    Paladin Lv 100
    Quote Originally Posted by Februs View Post
    Dps need to pick up the dmg slack a little, but that's not anything to start a riot over.
    Not even, WAR does higher damage, while PLD pacifies the healer, both achieve the same goal through two different means. Totally agree that DRK needs changes. It doesn't even need a buff, it needs a reworking, and SE need to work out the direction that they are taking the job pvp wise, as DRK has no purpose or game plan as of now (at least not in comparison to the other two), its just DRK.
    (1)

  9. #29
    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 Lambdafish View Post
    Not even, WAR does higher damage, while PLD pacifies the healer, both achieve the same goal through two different means.
    Oh, totally. That's not quite what I meant. As far as War and Pld go, I'd say that they're both fairly well balanced. They just have a different style of play. What I meant was that, during a Pld's full stun rotation, the onus is squarely on the Dps to do 100% of the dmg. Each time I lock down the healer, I'm trusting my Dps to be strong enough to use that time and score a kill. In that way, having a Pld on the team puts a bit more pressure on the Dps to increase their output, because they're on the clock to score that kill (9 seconds and counting). Ideally, though, a Dps should be aiming for maximum output regardless of what kind of tank they get.
    (0)

  10. #30
    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 Xenosan View Post
    I really didn't get this change. I guess most people like it though, because I don't see it discussed here (all that matters is getting that Hand of Mercy title easily as possible, amiright? -_-).
    People complained when the change was announced. People stopped complaining after it took effect, because, frankly, it didn't really change anything. The change to sprint was a QoL adjustment only, and it's most important effect was that it eased the learning curve for new players.

    Before they changed sprint, melee players could already come close to using sprint freely and frequently by slotting Icarus Wings and Enliven onto their hotbars. Use them wisely, and you hardly ever had to concern yourself over sustaining your attack. The only downside was that there was more buttons to push; so, no matter how fluid you got at it, you always suffered a slight delay in your assault. Though, the fact that every melee (aside from Pld) has at least some form of gap closer made it a little easier to work around. Sprint in Frontlines is hardly worth mentioning, because there was more than enough down time between node spawns that you didn't even need items to recharge your Tp. Wolves den was the only real place that it even mattered, but even then the arena was small enough that it didn't make or break anything.

    The only thing that the Sprint Tp costs really did was alienate new players from using it, because cycling Icarus Wings and Enliven (as well as invigorate, if you happen to be a Drg), took a lot of practice to do smoothly. Hence, they removed it and not a whole lot of anything changed other than Casters lost their "get out of jail free" card ... which they really shouldn't have had anyway.

    It's also good to keep in mind that casters have already been adjusted several times since the removal of Sprint's Tp cost. Their interruption thresholds has been changed to accommodate for this as well as several other PvP adjustments. It's already next to impossible for anything below War's burst level to cause a non-stun/silence related interruption; so, slapping a Tp cost back onto sprint would be one of the most unbalanced things that SE could do in PvP, because they'd have to make several other follow up adjustments just to make things fair. By comparison, I think asking casters to be a little more mindful of their surroundings is the better and simpler alternative.
    (1)
    Last edited by Februs; 05-27-2016 at 05:43 AM.

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