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  1. #21
    Player
    Issaella's Avatar
    Join Date
    Apr 2021
    Posts
    115
    Character
    Emmylou Sugarbean
    World
    Famfrit
    Main Class
    Summoner Lv 40
    Quote Originally Posted by Ravenwatch View Post
    I agree. I'm working on damage comparisons right now versus enemy HP percentage to better portray the numbers but it is incredibly awful in Frontlines. Ranged attacks are glorified LB chargers that tickle the enemy.

    Bard power shot, their charged up shot that deals more damage at longer range crits for 4.2k damage which is 7%ish of someones HP on a crit.

    The empyreal arrow which builds up 3 charges that expend all at once for 3 instant attacks was dealing 1.4kx3 for less than 5k damage total as well.
    I just straight up stopped playing BRD in FL at all. When my big linear AoE cooldown hits the first target for maybe 10% of their health and a 3-stack Empyrean Arrow hits for 15% or so. Then I get to slow cast my basic shot while they pound on me. The 3 second snare + backstep is a joke, since they can just Purify and then gap-close me immediately. All BRD is is a glorified song-bot now that provides a barely relevant +10% damage boost combined with a giant "kick me" visual so all the melees know exactly who to dive.
    (0)

  2. #22
    Player
    Latarma's Avatar
    Join Date
    Jun 2012
    Location
    Limsa Lominsa
    Posts
    166
    Character
    Latarma Asura
    World
    Sargatanas
    Main Class
    Thaumaturge Lv 90
    Quote Originally Posted by Issaella View Post
    Player who died to Saw proc - "I just died to a super-rare insta kill. Reeeee! Nerf it now! Reeeeee!."

    Ranged physical DPS - *cricket noises* (because they all just got gap-closed, stun-locked and stomped by a melee DPS)
    if by melee dps you mean Nin, Mnk and Sam yeah because drg can't stun
    (0)

  3. #23
    Player
    Leathium's Avatar
    Join Date
    Jun 2019
    Location
    Lavender Beds, Ward 7, Plot 5.
    Posts
    92
    Character
    Lea Lawrence
    World
    Louisoix
    Main Class
    Dark Knight Lv 90
    I mean in best case scenario I would say buff it to 10% chance if you are being chased by a melee or tank and they are close, because a mnk for example can just insta kill you with their stun lock combo and LB, what can you do about that? nothing, with the amount of health you have.
    (1)
    Lea.

  4. #24
    Player
    Esmoire's Avatar
    Join Date
    Dec 2018
    Location
    Gold Saucer
    Posts
    1,130
    Character
    Mei Coincounter
    World
    Ultros
    Main Class
    Goldsmith Lv 100
    I agree that instant kill Chainsaw needs to go.

    I don't really buy into the "it should stay because MCH need it to have a chance against melee". Coming as a melee player myself, I actually actively think there are times where our burst is a little too severe, and I do think that should be addressed, though not mutually exclusive with something where honestly in an environment where they standardized everything except AST cards, it's really strange and honestly stupid to have this element of RNG. So both yes to getting rid of Chainsaw insta-kill, but also yes to re-examining some of the interactions between MCH and melee.
    (0)

  5. #25
    Player
    george357's Avatar
    Join Date
    Sep 2016
    Location
    limo misa
    Posts
    416
    Character
    Marcelloix Ostoiraint
    World
    Coeurl
    Main Class
    Bard Lv 100

    instant kill

    my favorite jobs are ranged and i for one like chainsaw it works well with my mch so i would say to keep it honored programmers.
    (1)

  6. #26
    Player
    ThaCa's Avatar
    Join Date
    Mar 2022
    Posts
    853
    Character
    Wise Fuchsia
    World
    Phantom
    Main Class
    Summoner Lv 90
    The instant kill is worst thing to use analysis on, majority of the time it's a wasted use and those rare few times it's a game changing move. Top MCHs only use it in overtime when they are losing and need to pray to RNG gods to make a game winning gamble.

    It should be something generally useful and less swingy, like a short dot, healing reduction or maybe a buff to machinist. Anything else that isn't straight up bad design like the current one.
    (2)

  7. #27
    Player
    Sinstrel's Avatar
    Join Date
    Nov 2019
    Posts
    311
    Character
    Sinstrel Muran'khana
    World
    Gilgamesh
    Main Class
    Dragoon Lv 100
    Would be better if it just did bonus damage and instantly depleted the targets mana pool instead.
    (2)

  8. #28
    Player
    Leathium's Avatar
    Join Date
    Jun 2019
    Location
    Lavender Beds, Ward 7, Plot 5.
    Posts
    92
    Character
    Lea Lawrence
    World
    Louisoix
    Main Class
    Dark Knight Lv 90
    Well if you want that to go, then remove the SAM LB where it instantly kill anyone has the debuff with 100% chance, remove the nin instant kill LB on anyone that is lower than 50% health with a 100% chance. and rework the mnk LB to deal half the potency it does currently, how about that? sounds fair right?
    (2)
    Lea.

  9. #29
    Player
    Vatom's Avatar
    Join Date
    May 2020
    Posts
    498
    Character
    Vatom Basilisk
    World
    Midgardsormr
    Main Class
    Samurai Lv 100
    Up the chance or make it 20k with a 4k dot then I’ll shut up 3% is like a random oh cool moment not a dependable attack

    When I get hit with it it’s like oh dam that happen can’t even be mad

    Shocked how many people take FL seriously I just go in kill 20 people and leave not worth stressing over
    (1)

  10. #30
    Player
    Shurrikhan's Avatar
    Join Date
    Sep 2011
    Posts
    12,853
    Character
    Tani Shirai
    World
    Cactuar
    Main Class
    Monk Lv 100
    Quote Originally Posted by Issaella View Post
    Counterpoint: Insta-kill should be increased to 10-15% against melee and tanks since that is the only way MCH has any chance to kill anything other than ranged now. Spite hits for only ~25-30% of the health of a melee or tank with the changes to DR. Reassemble + Drill/Saw/AA comboed with Spite now maybe does 50%. At which point the tank or melee turns around and then stunlocks and curb-stomps you into the ground.

    Meanwhile a NIN can still stunlock, burst you to 50% and then execute before you can clear the Stun with Purge and even if you could, it hits you through Guard.

    The PvP balance team currently consists of a monkey banging on a keyboard with a coconut.
    Wouldn't this better be a reason to convert some of Chainsaw's potency (literal and/or what's afforded by the rare, random instakill) towards making it immune to passive DR, or at least otherwise evening out its damage to melee and tanks?

    It's a saw, after all. You can give it flavor excuse enough for such a mechanic.
    (0)

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