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  1. #1
    Player
    TheTyrant's Avatar
    Join Date
    Dec 2013
    Posts
    36
    Character
    Tyrannus Tenebris
    World
    Ultros
    Main Class
    Sage Lv 90
    Quote Originally Posted by Atmaweapon510 View Post
    General:
    -Crowd control split into three types: Disables (Anything that prevents you from taking actions, stun, silence, polymorph, sleep, freeze), Immobilization (Bind), slows (Heavy) and special (Charm and Hysteria from Limit Breaks.)
    -Draw-in effects are faster and don't lock out actions as long.

    -Tenacity mechanic introduced: When hit by a Disable or Immobilization effect, gain immunity to that type of effect for 7 seconds.

    -Purify immunity effect now only affects draw-in, knockback, and slow effects and is no longer a conditional.

    Warrior
    -Stun removed from Primal Rend and replaced with 75% Heavy for 3 seconds.
    -Blota now also stuns the target for 2 seconds. No longer applies Heavy.


    White Mage
    -Afflatus Purgation stun duration reduced from 3 to 2 seconds.

    Black Mage
    -Half-asleep can be applied through Tenacity. Sleep will not trigger during Tenacity.
    -Superflare Umbral Ice will instead Bind targets that are immune to Disables.

    Summoner
    -Mountain Buster no longer has a draw in effect.




    Frontlines:
    -Battle High effect completely removed or reduced to 15% max.


    Crystalline Conflict:

    -Damage and duration from from the knock-up stage hazard halved.


    I really just wanted to get some of the most obnoxious things out of the way, mainly the mindless instant aoe CC effects and a solution to CC chains in general. Now CC has to be spaced out on different targets rather than having them all funneled onto the same one.

    There's more class balance that needs to be done, but nerfing CC is a general QoL benefit to everyone.
    While the list is reasonable to some extent, you are missing the bigger picture. Think bigger than "these jobs annoy me".

    Increase server tick rate
    -> Nothing like running over a healing pot with sprint on and not picking it up cause you literally ran through it between server ticks! This also impacts how things like Guard and Purify work, increasing server tick rate would improve the feel of those two abilities.

    Diminishing Returns
    -> This is a must. Its that or strip a lot of CC out of the jobs, which at this point would probably kill the game mode.

    Guard/Purify
    -> There should not be a single ability, spell, weaponskill, w/e that nullifies or ignores these two abilities. There is so much CC and dmg, combined with the long cooldowns, there will always be a kill window.

    Guard on Crystal
    -> Not a lot of people notice it right now but guard on the crystal causing it to not move is bad game design considering how much guard reduces dmg. Crystal control should be teamwork and out playing not "lol i press 90% dmg reduction".

    Ones Shots Removed
    -> PvP is about counter play. Removing counter play leads to an unfulfilling gameplay experience.

    These are just a few good, non-job specific fixes.

    Adding more:

    Buffs
    -> FC buffs or any buff/debuff that isn't relevant for PvP should not be showing when you target someone in CC. Don't really care that they have the Meat and Mead buff on and just adds clutter to the UI.

    Ally/Enemy Party List
    -> I almost exclusively use the party lists to manage the teams since targeting is so bad (even with the 6.1 patch changes). The yellow highlight for targeting is very hard to see. Maybe putting a black outline on it would be helpful.
    (3)
    Last edited by TheTyrant; 04-17-2022 at 10:52 PM.

  2. #2
    Player
    iiTzSeb's Avatar
    Join Date
    Jul 2020
    Posts
    60
    Character
    Tickle Time
    World
    Exodus
    Main Class
    Machinist Lv 100
    Quote Originally Posted by TheTyrant View Post
    Guard on Crystal
    -> Not a lot of people notice it right now but guard on the crystal causing it to not move is bad game design considering how much guard reduces dmg. Crystal control should be teamwork and out playing not "lol i press 90% dmg reduction".
    Guarding on Crystal can be bypassed in so many ways it's almost negligible in higher elo. Just as a singular example DRG LB can still chunk guarding players as well as DRG can jump into the guard stack and pop the LB and time out the enemy guards and still hit them for full damage. Another example that you'll commonly see atm is WAR and their ult literally turning guard off and preventing guard use for a period of time.

    There's definitely counterplay to it so long as you actually know your kit and how to use it.

    Also if the crystal moved while you guarded on it you'd be hearing FAR more complaints about losing in overtime than there are complaints about people using guard on the objective.
    (0)