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スレッド: Frontlines Feedback

  1. #31
    Player
    Divinemights's Avatar
    登録日
    2016/07/02
    投稿
    2,149
    Character
    Altria Pendragons
    World
    Leviathan
    Main Class
    忍者 Lv 100
    Quote 引用元:Nedkel 投稿を閲覧
    Have you played pvp before that patch? Where everyone was playing range dps and healers? And where your contribution as a melee was super low, and there were very little fight in frontline?
    I have been there since day 1, thanks. I only touch Machinest in 4.0 to show how incompetent that player only intents to use Machinest to psh people off the cliff when he can just burst any job with OP burst rotation.

    Yes, range is so OP and problematic prior to 4.5 that almost extinct tank/Meele. Please do some research first and you will see why fall from the grace without being actually nerfed
    (0)

  2. #32
    Player
    OskarXCI's Avatar
    登録日
    2013/08/23
    Location
    Gridania
    投稿
    359
    Character
    Xevia Vanothy
    World
    Cerberus
    Main Class
    学者 Lv 90
    Bring back 24 player variant for the existing maps and let the Naadam map be 72 player only if the 24 players simply doesn’t work on it.
    (8)

  3. #33
    Player
    Esmoire's Avatar
    登録日
    2018/12/29
    Location
    Gold Saucer
    投稿
    1,166
    Character
    Mei Coincounter
    World
    Ultros
    Main Class
    彫金師 Lv 100
    I really don't think melee need +15% damage. Everyone benefits from battle high, but I can't help but feel it is more pronounced on us more than other roles due to our burst. It is 100% fair that ranged should lose to us when we get on-top of them but they disintegrate in seconds.

    Also Backstep looks like it could use a little love. A 10 yalm movement with a laggy animation on even a 15 sec CD is kind of weak; right now it is used Carteneau Flats to teleport to the bottom without fall damage which is about it. Either giving it way more distance or giving it the ability to break CCs (adjust cooldown as needed) would at least make it appealing to monks, as we really have no escape tools besides punching our way out.
    (4)
    2019/11/17 13:36; Esmoire が最後に編集

  4. #34
    Player
    Sigvarr_Ulfbeard's Avatar
    登録日
    2017/09/21
    投稿
    51
    Character
    Thane Mchaggis
    World
    Zodiark
    Main Class
    戦士 Lv 80
    Quote 引用元:Esmoire 投稿を閲覧
    I really don't think melee need +15% damage. Everyone benefits from battle high, but I can't help but feel it is more pronounced on us more than other roles due to our burst. It is 100% fair that ranged should lose to us when we get on-top of them but they disintegrate in seconds.
    i'd like to see them keep the defence buff but remove the damage buff, a good player will get BH and maintain it.
    (2)

  5. #35
    Player
    Sigvarr_Ulfbeard's Avatar
    登録日
    2017/09/21
    投稿
    51
    Character
    Thane Mchaggis
    World
    Zodiark
    Main Class
    戦士 Lv 80
    open up an opportunity for server vs server matches.
    (2)

  6. #36
    Player
    UnrealTai's Avatar
    登録日
    2011/03/31
    Location
    Limsa
    投稿
    366
    Character
    Laernu Tairos
    World
    Maduin
    Main Class
    忍者 Lv 90
    Nothing new
    6:30 PM EST
    Waiting in FL que 42 MINUTES NOW

    CAN WE PLEASE GET A COMMUNITY REP RESPONSE?????? JEEZUS!!!!!!!!!!!
    (9)

  7. #37
    Player
    Wyvernheart's Avatar
    登録日
    2013/07/25
    投稿
    275
    Character
    Wyvern Heart
    World
    Balmung
    Main Class
    槍術士 Lv 80
    Please can we have 24 mans back? I dont like it always being 72man, also I take hard to get matches when playing during off peek hours.
    (10)

  8. #38
    Player
    Reyn's Avatar
    登録日
    2011/12/21
    Location
    Gridania
    投稿
    78
    Character
    Reyn Wilde
    World
    Excalibur
    Main Class
    赤魔道士 Lv 100
    Another for "bring back 24-man please"!

    Only getting a few games per night now, and honestly 24-man is more fun anyway.
    (7)

  9. #39
    Player
    Moonlite's Avatar
    登録日
    2014/02/27
    Location
    Uldah
    投稿
    1,505
    Character
    Midnight Falcon
    World
    Balmung
    Main Class
    格闘士 Lv 100
    A few probably not popular ideas. None of these points are about class balance. I understand that seems to be a never ending seesaw. Just a few things to maybe make it more enjoyable for people queing or trying to que. Hopefully enough compromises for all sides.


    First, enforce a full freelancer. Just look at https://na.finalfantasyxiv.com/lodestone/ranking/frontline/weekly/?filter=1&dcgroup=Gaia It is all DCs except Aether. SE should probably be embarrassed by the rankings.



    Second, allow 8-man parties back. If freelancer is enforced full groups should be allowed.


    Third, increase the points from objectives. I mean double or triple the points. It is clear that casual and premade or GC stacking have a problem with each other. In three team matches if a premade is stomping one side because of the play style instead of fighting over actual objectives an increase in points should even that out a bit. This would hopefully be monitored and adjusted in a reasonable time. Kills should feel important, but not the best way for premades to win. Closer to seize when a premade gets to stompy and the third team can cap 3 or even 4 objectives and the points move to fast for them to shift.



    Fourth, speed up the matches. We don't need the same amount of time at the start as we did in ARR. We are not redoing stats and skills when we change jobs. Next spawning of objectives seem a little zerggy. If drones were spawning faster in secure and the points from bases were adjusted it wouldn't be 24 mans teams running back and forth across the map. In seize if a 5th objective spawned before the first one despawned it would force some spreading and smaller scale pvp. In shatter if the small ice was always spawning it would prevent all 72 camping middle and 72 or almost 72 jumping the big ices.


    Fifth reduce the games to 10 min matches. So if we have just over 72 people queing and a secure takes almost 25 mins from the time you click yes to enter that means the people waiting outside have 25 mins at best for 72 to fill up. The increased travel speeds and increase in objective points should reduce the matches down to 10mins. Also if you hate some of your team or the other two teams hate you, it is only spending 10 mins. Which is a little more bearable.


    Sixth, have an actual plan to get matches to pop during non events and non prime time. The choices I see for this is cross data center play. The pool of players should be large enough to support 72 mans all the time then. Increase the casual rewards to the point that people do it all the time. MSQ level rewards. The simplest put 24 mans back in.


    Seventh, and last. If fold was bad for feast training why not add a simple map 8 vs 8 and call it frontline training. If it was in the roulette and everyone just qued for roulette the system could decide to fill a 16 man match or keep waiting for a 72man.


    Truthfully I don't expect anything. Unless they have a secret plan for the new mode it feels like we are back to the point before we had freelancer and exp in matches. Players complained for years and at the time all we got was its lore.
    (2)

  10. #40
    Player
    Wyvernheart's Avatar
    登録日
    2013/07/25
    投稿
    275
    Character
    Wyvern Heart
    World
    Balmung
    Main Class
    槍術士 Lv 80
    Kills should always be important. Also for the love of pvp, we do not need shorter matches. They've shortened them enough as it is. I for one like matches that people dont just give up on because there isn't enough time or objectives to play catch up.
    (5)

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