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  1. #61
    Player KizuyaKatogami's Avatar
    Join Date
    Feb 2021
    Posts
    3,472
    Character
    Kizuya Katogami
    World
    Cerberus
    Main Class
    Conjurer Lv 81
    Quote Originally Posted by Qeilos View Post
    This forum is aflame with bards talking about this bug but ive never noticed any of my teammates moving at the speed of RP. Is it like random chance to happen?
    I’m fairly certain it’s almost guaranteed to happen as long as you’re using your main damage skill, since the bug itself is apparently tied to the cast time walk. Why it happens to bard and not mch when they both have the same exact type of skill i have no clue, all i know is it’s absolutely annoying and i’m surprised it hasn’t been fixed yet after a week.
    (0)

  2. #62
    Player
    Subtext's Avatar
    Join Date
    Apr 2022
    Posts
    9
    Character
    Nimie Vainchelon
    World
    Louisoix
    Main Class
    Alchemist Lv 90
    If we're talking about initial changes...I've mostly played MCH and while I like playing it, there's some stuff I'd like to see changed.

    Machinist changes:

    - Bioblaster
    The fact that it's the one short range skill in an otherwise long range tool rotation makes it clunky to use and forces mch players to go into melee range early on when they would and should avoid it due to lack of mitigation tools and a tendency to get dogpiled. Also, the situation it would be most useful in makes it hard to use due to its limited range.
    Suggested change:

    - Increase the range to 25y. Change the AoE effect to "Target and anyone nearby" (5y? 10y?)

    - Chainsaw
    I do chuckle if the Analysis effect triggers and KO's someone but that extra needs to go. It's frustrating for the target and you simply can't plan around it. I'd like to see it replaced by a moderate DoT effect. (4k over 12-15 seconds?)

    Marksman's Spite:

    While I love the LB and it is very satisfying to use given it essentially being a bit middle finger to the target, it pales in tactical impact compared to many other LBs. It's subjected to Guard and other mitigation and the cast time and marker allow for the targeted player to pop a quick heal which makes it harder to secure the kill than it should be for a single target LB (Especially compared with others)

    There's a few ways to make it better without it being necessarily OP. Just a few varying suggestions, NOT with the intention to have them all implemented at once.

    1) Adds three attacks to an active Wildfire effect, triggering it instantly. If attacks have been applied beforehand, the exceeding attacks count, allowing for a "supercharged" wildfire with potentially up to 20k AoE damage (from 5 attacks).

    2) Applies a "Focused" status effect. Allows for repeated uses on the same target but will get canceled as soon as the machinist moves, focuses another target or takes any other action. Will cause a lot of repeated damage on a single target at the expense of being a sitting duck.

    3) Lower the damage to 16k. Allow it to instantly KO the target if it has less than 50% HP. This would be the same as NIN's LB while keeping the range but limiting it to a single target.

    My personal favourite would be 1). It's still the same skill as before without preparation but could be used against an entire group as well with proper preparation.
    (0)

  3. #63
    Player
    XgungraveX's Avatar
    Join Date
    Oct 2014
    Posts
    524
    Character
    Gungrave Hellsing
    World
    Leviathan
    Main Class
    Samurai Lv 90
    my job cant win 1v1 so the other job needs to be nerfed.
    (0)

  4. #64
    Player
    Karasio's Avatar
    Join Date
    Nov 2019
    Location
    Gridania
    Posts
    191
    Character
    Silver Faye
    World
    Louisoix
    Main Class
    Dragoon Lv 90
    WAR
    Remove the healing on the basic GCD combo
    Switch out the primal rend stun with a heavy, give Blota a bind (but that ties into a bigger issue with CC effects in general
    Idk, make it do less damage? It feels pretty shit being outdamaged by a warrior as a DPS
    Reduce their max HP because of all the free healing in their kit, maybe like 60 or 59k
    Reduce the guard breaking on LB to like 8 or 5 seconds. 15 is a bit nutty in conjunction with everything else their LB does
    Seems like the global tank power budget went all into warrior cause it's the only tank you see like 90% of the time lmao

    WHM
    Fix the cure bug
    Reduce LB charge rate by a chunk
    Reduce HP to like 49 or 48k
    Tone down one of the aspects of the LB, either 12k damage, 2 second CC or 5% buff. Cause 18k damage, a 3 second aoe stun and a 10% healing-damage buff on a crazy quick charge rate is pretty oppressive. Oh and instant cast, don't forget that

    SAM
    Make the counter attack debuff not proc on aoe attacks. There are third party programs out there to target that for the LB one shot

    MCH
    Remove the oneshot on Analyzed Chain-saw. Literally no counterplay IF it happens. Stupid design. Give it a dot or increase its potency and make it an aoe attack

    Uhhh diminishing returns on CC effects would also be cool, less visual vomit, buff other tanks. Not sure how but do it, they feel terrible in comparison to WAR. It'd also be cool to have something done about the people using add-ons and cheats Now, a personal gripe but I should not lose ranking points because a DPS on my team decided to not press buttons. I feel like attaching the garo event to pvp brought in a flood of people who queue in to ranked to try and get their mounts, but don't care enough to actually try to win. Feels pretty terrible demoting because of people like that. Hate it
    (0)

  5. #65
    Player
    Dogempire's Avatar
    Join Date
    Dec 2015
    Posts
    1,079
    Character
    Okami Amaterasuu
    World
    Faerie
    Main Class
    Paladin Lv 100
    Honestly CC needs to be nerfed across the board, there's fights where your team just can't content with the enemy team because they're running a cc deathball comp that makes it impossible to focus anything down because you're getting stunned, rooted, thrown around, silenced, etc and you only have 1 cleanse every 30 seconds that doesn't even work against some stuff like being transformed and your team has next to no cc options because of the team comp
    (1)

    Watching forum drama be like

  6. #66
    Player
    NorthernLadMSP's Avatar
    Join Date
    Jan 2014
    Location
    Limsa Lominsa
    Posts
    3,536
    Character
    Adore Mi
    World
    Jenova
    Main Class
    Dancer Lv 90
    The full health one-hit insta kills need to go.

    They need to reinstate diminishing returns on stuns.
    (0)

  7. #67
    Player
    IllyaPrisma's Avatar
    Join Date
    Oct 2017
    Posts
    129
    Character
    Illya Prisma
    World
    Famfrit
    Main Class
    Arcanist Lv 100
    ~Reduce SAMs overall CC and damage. It's way too much.
    ~Reduce WARs overall CC and damage. It's way too much.
    ~Reduce the speed at which WHM builds their LB and lower the stun duration from 3s to 2s
    ~AST LB has a harsh animation lock and isn't that impactful. Maybe some form of CC protection on self or others? Or Potentially making the effect more lethal? +50% -50%
    ~The other healers should be as good as WHM or WHM should be brought down to the power level of the other healers.
    ~Increase BLMs overall damage
    ~Diminishing returns on CC and or immunity to the same debuff
    ~Remove all 1 Shot Mechanics
    ~I understand that Melee have a standardized 5y range for latency purposes, but Melee are obliterating all ranged Jobs right now.
    ~Nothing in this mode should ignore Purify
    (1)

  8. #68
    Player
    BarretOblivion's Avatar
    Join Date
    Jun 2017
    Posts
    428
    Character
    Tamamo Cat
    World
    Hyperion
    Main Class
    Gunbreaker Lv 100
    Personally, the Imp status effect needs to end when the target takes damage, don't allow CCs to stack up one after the other, a person should be allowed to control a target longer than 2-3 secs.
    I would also nerf alot of the AoE LBs because it just feels like they its better to set up a team wipe and more impact ful than a single target.
    People complaining about WAR... I don't get it? Their LB is kinda the weakest in my mind. You don't get great CC immunity, and Fell Cleave doesn't hit very hard in my playing.
    I would look at MNK and swap riddle of earth with a different skill, but overall... the issue with PvP is the CC chaining.
    Seperate CCs in to Soft and Hard CCs types. Soft CCs are things like slows/heavy/silence, and hard CCs like stuns, imp, etc. Soft CCs you are immune from them for 2 secs after they take hold. Hard CCs should be 5-8 secs of immunity after their effects end.
    (1)

  9. #69
    Player
    Colt47's Avatar
    Join Date
    Jun 2011
    Location
    Uldah
    Posts
    1,809
    Character
    Kan Himaa
    World
    Balmung
    Main Class
    Gladiator Lv 100
    Also I think Reapers and Dancers suffer the same kind of issues in CC. The problem is that AOE damage just isn't very good when the only way to shift the balance of the game is to take someone in specific out of commission. Both jobs also have fairly weak crowd control abilities, with one causing people to run away and the other causing people to walk inwards. Reaper also has the most predictable and easily countered move set of all the jobs. The "curse" that repeats all damage taken during it's application can easily be baited and the shroud phase from the LB usually just results in being spammed with every CC, thus negating the only burst the job has.

    Compare that to samurai where if someone hits them they can just one shot someone. It's not like an AOE is going to kill a sam so they are getting free KOs.
    (1)

  10. #70
    Player
    AlexSag's Avatar
    Join Date
    Aug 2011
    Location
    Ul'Dah
    Posts
    105
    Character
    Alex Sage
    World
    Excalibur
    Main Class
    Goldsmith Lv 90
    I can only speak for PLD, but some changes I'd like to see are:

     

    Intervene - function the way it's described in the tool tip. 2 additional stuns aren't OP, especially if Purify actually works the way it supposed to.

    Guardian - reduction on the damage suffered in party member's place. As it is now, I either have to use Guard or I'm taking 2x damage whenever I use this.

    Atonement - make this a separate button and have sword oath last for 30 seconds. That would allow PLD to expend the stacks of sword oath for either burst damage or curing depending on the situation and not have to use them because they replace the primary damage combo.

    Hollowed Ground - needs to also make you immune to any CC that prevents you from using your blade combo.
    (1)

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