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  1. #1
    Player
    Nalien's Avatar
    Join Date
    Oct 2012
    Posts
    3,784
    Character
    Taisai Jin
    World
    Twintania
    Main Class
    Lancer Lv 64
    The tank/melee innate damage/defense buff needs to go. It was needed in 4.5 when they added it, but the recent changes to PvP and Battle High make it ridiculously overkill.

    Only change I'd like to see to Battle High, given Yoshida has said they're planning to change the value of points earned from kills, is for points earned from kills to be based on peoples Battle High Meter. A basic example, but the amount one loses from dying on that meter, should be the value earned in objective points. That makes killing people with Battle High V very lucrative, while farming the same <10 Battle High points players over and over is practically worthless.
    (3)

  2. #2
    Player
    OskarXCI's Avatar
    Join Date
    Aug 2013
    Location
    Gridania
    Posts
    359
    Character
    Xevia Vanothy
    World
    Cerberus
    Main Class
    Scholar Lv 90
    Quote Originally Posted by Nalien View Post
    The tank/melee innate damage/defense buff needs to go. It was needed in 4.5 when they added it, but the recent changes to PvP and Battle High make it ridiculously overkill
    Maybe remove the damage buff but don't remove the defense buff.

    If you remove the defense buff, people will go back to only playing as casters/ranged, like how it was before 4.5.

    Consider playing as melee/tank yourself to make it harder for your opponents to kill you.
    (2)

  3. #3
    Player
    Lindwyrm's Avatar
    Join Date
    Nov 2020
    Posts
    3
    Character
    Adelheid Weisseritter
    World
    Balmung
    Main Class
    Paladin Lv 93
    Never let this thread die. MAYBE it'd be fine if it was only tied to damage, but the fact that tanks are punished for wading into the thick of combat, and rewarded for playing extremely passive and just sniping kills? RDPS is punished for trying to use its AoEs and rewarded for sitting at max range just throwing out single-target? Melee DPS not only goes from kinda tanky steady damage to one-shot assassins, they also heal about 3 players' worth of damage with their combo??

    It really needs to not boost healing, and the melee and tank healing stuff not be directly tied to damage. It encourages such a passive playstyle that just isn't healthy.
    (0)

  4. #4
    Player
    Divinemights's Avatar
    Join Date
    Jul 2016
    Posts
    2,157
    Character
    Altria Pendragons
    World
    Leviathan
    Main Class
    Ninja Lv 100
    Quote Originally Posted by Lindwyrm View Post
    Never let this thread die. MAYBE it'd be fine if it was only tied to damage, but the fact that tanks are punished for wading into the thick of combat, and rewarded for playing extremely passive and just sniping kills? RDPS is punished for trying to use its AoEs and rewarded for sitting at max range just throwing out single-target? Melee DPS not only goes from kinda tanky steady damage to one-shot assassins, they also heal about 3 players' worth of damage with their combo??

    It really needs to not boost healing, and the melee and tank healing stuff not be directly tied to damage. It encourages such a passive playstyle that just isn't healthy.
    Are you raise your voice for those Ranges who always stand in meele range for no apparent reason, do not pay attention to the surrounding and still mindless button smashing even target already used Retaliation?

    or...

    Are you trying to complains for those Tanks who do not know how to set up kills for the team and just stand there still thinks they are the Tanks from Stormblood?

    or..

    Are you explain about meeles players of taking advantages from above two types because they are feeding them?
    (1)

  5. #5
    Player
    Tachion's Avatar
    Join Date
    Jan 2014
    Location
    wonderland
    Posts
    43
    Character
    Tachion Asylla
    World
    Behemoth
    Main Class
    Astrologian Lv 100
    Quote Originally Posted by Lindwyrm View Post
    Never let this thread die. MAYBE it'd be fine if it was only tied to damage, but the fact that tanks are punished for wading into the thick of combat, and rewarded for playing extremely passive and just sniping kills? RDPS is punished for trying to use its AoEs and rewarded for sitting at max range just throwing out single-target? Melee DPS not only goes from kinda tanky steady damage to one-shot assassins, they also heal about 3 players' worth of damage with their combo??

    It really needs to not boost healing, and the melee and tank healing stuff not be directly tied to damage. It encourages such a passive playstyle that just isn't healthy.
    I play aggressive to build battle high, then I play aggressively with battle high to get as much damage as possible out of it. I think you're looking at the game mode wrong if you think it encourages passivity.
    (4)

  6. #6
    Player
    Esmoire's Avatar
    Join Date
    Dec 2018
    Location
    Gold Saucer
    Posts
    1,175
    Character
    Mei Coincounter
    World
    Ultros
    Main Class
    Goldsmith Lv 100
    Quote Originally Posted by Nalien View Post
    The tank/melee innate damage/defense buff needs to go. It was needed in 4.5 when they added it, but the recent changes to PvP and Battle High make it ridiculously overkill.
    Removing the defence buff on melee and especially on tanks is a bad idea. This is just the dynamic of how a game with attacks that have finite range work. If we want tanks engaging to break up standoffs, we need a system where if one player exposes themselves to a greater range of opposition, they need something more than higher HP count and potions to make that feasible. In The Feast, who is getting attacked is more about who the players want to attack, while in FL it is more about who can be attacked without over-extending. The different design needs are such that we need a leverage to give melee and tank a chance to use their kits, while having a simple lever to tweak that won't impact The Feast, since turning on melee or tanks in The Feast should be an available option.

    I do think the damage bonus is unnecessary, and I do think the bonuses are communicated very poorly, though I don't think there is anything wrong with melee and tank having passive damage reduction in FL. It could be debated tanks and melee should have separate amounts but I at least appreciate the modularity of the developer's approach.
    (0)