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  1. #11
    Player
    Spudz's Avatar
    Join Date
    May 2022
    Posts
    3
    Character
    Cerub Durth
    World
    Siren
    Main Class
    Ninja Lv 90
    Quote Originally Posted by Divinemights View Post
    I wouldn't worry too much about one specific job, especially it is range.
    They will just give it same 4.5 treatment.
    Increase damage and damage resistance on non range job at frontline
    I feel like that's a bandaid that ultimately punishes casters too much or makes melee too powerful. Really all the AOE skills just need damage drop off or they need to share an ID so they can't stack. Ultimately I don't want to rob people of their tools or target individual classes, I think that the changes need to be universal but still directly benefit the health of the game as a whole.

    "Just make Melee take less damage or hit harder" doesn't resolve the issue.
    (0)

  2. #12
    Player
    Marxam's Avatar
    Join Date
    Aug 2013
    Posts
    2,284
    Character
    Blackiron Tarkus
    World
    Leviathan
    Main Class
    Marauder Lv 90
    -shorten the timer to about 10 mins per match and decrease the points to 500-600
    -increase LB gain timers (without char/LB buffs) by 1 min across the board
    -remove battle highs (to promote more focus on objectives rather than chasing)

    Those are really all I am hoping. The shorter timers will force more focus on objectives to win and the removal of battle highs will also give less incentive to constantly chase and throw matches, even though your team was already in lead but failed to secure a node. I'm sure most ppl have experienced this, you were in the lead and only needed a node to win but the rest of the alliance decided to chase then eventually lose and get 2nd place or worse 3rd place. They should also reduce the RNG in some maps. Seal rock is notorious for this with caves spawn having a slightly higher win rate due to the node placement.

    For FL in the future:

    -design maps with alliance vs alliance similar to rival wings to keep things simple
    -bring back the "castle siege" concept
    (0)

  3. #13
    Player
    Chiyeko's Avatar
    Join Date
    May 2019
    Posts
    43
    Character
    Chiyeko Bladestorm
    World
    Ragnarok
    Main Class
    Paladin Lv 31
    Just separated Frontline Damage and CC Damage skills differently in each modes to fix both problem like the did with first pvp/pve skill set.
    Would fix a lot of the problem atm.
    (1)

  4. #14
    Player
    KickRox's Avatar
    Join Date
    Dec 2021
    Posts
    42
    Character
    Kick Rox
    World
    Coeurl
    Main Class
    Gunbreaker Lv 90
    Quote Originally Posted by Divinemights View Post
    There is no need to touch jobs
    The only PvP balance we need right now is CC diminish return and fetter ward to be installed back to the game.
    You will find game is much more feasible once we had that
    I'm also alright with potency on smn remaining unchanged. If bahamut's damage is nerfed substantially, it's already mediocre kit becomes more so in Crys Conflict; unless Phoenix or atleast FoF is buffed to compensate.

    What I'd like to see vis a vis Bahamut, for the sake of FL primarily, is either a significant radial reduction and/or it's execution changed point blank AoE so that there is at least some opportunity cost. Especially if we see CC diminishing returns/FW return.
    (0)
    Last edited by KickRox; 06-05-2022 at 07:22 AM.
    You Tube Kick Rox for the best PvP videos!

  5. #15
    Player
    Divinemights's Avatar
    Join Date
    Jul 2016
    Posts
    2,060
    Character
    Altria Pendragons
    World
    Leviathan
    Main Class
    Ninja Lv 100
    Quote Originally Posted by Spudz View Post
    I feel like that's a bandaid that ultimately punishes casters too much or makes melee too powerful. Really all the AOE skills just need damage drop off or they need to share an ID so they can't stack. Ultimately I don't want to rob people of their tools or target individual classes, I think that the changes need to be universal but still directly benefit the health of the game as a whole.

    "Just make Melee take less damage or hit harder" doesn't resolve the issue.
    I wouldn't say it is a punishment but it is a necessary adjustment
    Ranges always have advantage at PvP in any mmorpg and most of games tune them down by giving them a "cast"
    The cast time is near to non-existence in this game then the output of range need to be tune down.

    The only reason Summoners get to trigger happy right now is majorly because of CC stacking and lack of fetterward where tank or meele can't even touch ranges.
    I assume you just start pvp after 6.1, this adjustment was in effect between 4.5 and 6.0 and proven working without create issue to Feast (now Crystal Conflict) or severely nerf the Range
    (0)

  6. #16
    Player
    Nytes's Avatar
    Join Date
    Apr 2022
    Posts
    35
    Character
    Nyte Shayd
    World
    Diabolos
    Main Class
    Sage Lv 90
    Quote Originally Posted by KickRox View Post

    What I'd like to see vis a vis Bahamut, for the sake of FL primarily, is either a significant radial reduction and/or it's execution changed point blank AoE so that there is at least some opportunity cost. Especially if we see CC diminishing returns/FW return.
    I've been saying since about day 2 of this patch, diminishing returns on Bahamut. If you nerf the damage, like you said, they become useless solo and can only travel in packs.....just have the first one cause a debuff to the player that Diminishing returns 80% of the damage from all additional bahamuts for the next 5 seconds.......thus you can still stack for big damage, but it's not auto death to the entire team when you drop 4 or 5 of them.
    (1)

  7. #17
    Player
    bitterhorn's Avatar
    Join Date
    Feb 2022
    Posts
    17
    Character
    Morguelle Psaraquig
    World
    Malboro
    Main Class
    Black Mage Lv 100
    Quote Originally Posted by Nytes View Post
    If you nerf the damage, like you said, they become useless solo and can only travel in packs.....just have the first one cause a debuff to the player that Diminishing returns 80% of the damage from all additional bahamuts for the next 5 seconds.......thus you can still stack for big damage, but it's not auto death to the entire team when you drop 4 or 5 of them.
    I like this suggestion!
    (0)

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