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  1. #71
    Player
    BRVV's Avatar
    Join Date
    Oct 2021
    Location
    The fallen city of Insomnia
    Posts
    1,009
    Character
    Viz Vale
    World
    Spriggan
    Main Class
    Sage Lv 90
    Quote Originally Posted by Nanne View Post
    The reason is that in JP they actually write good and informative lengthy feedback and have a nice discussion in their threads.
    Did you personally read the japanese forums? I remember Yoshi-P asking players to be less toxic and people finding out he meant the japanese players. Not to mention the massive amount of bullying with components of cyberstalking seemingly integrated into japanese online culture. I hope you are not wearing rosecolored glassed towards the Japanese.
    (3)
    Will put you on ignore if you can't form a logical argument but argue nonetheless

  2. #72
    Player
    Nanne's Avatar
    Join Date
    Nov 2018
    Posts
    446
    Character
    Piush Stumbleine
    World
    Shiva
    Main Class
    Gladiator Lv 90
    Quote Originally Posted by BRVV View Post
    Did you personally read the japanese forums? I remember Yoshi-P asking players to be less toxic and people finding out he meant the japanese players. Not to mention the massive amount of bullying with components of cyberstalking seemingly integrated into japanese online culture. I hope you are not wearing rosecolored glassed towards the Japanese.
    I am aware of what has happened recently but I was talking about the overall Forum experience
    (0)

  3. #73
    Player
    Charlotte_Wells's Avatar
    Join Date
    Feb 2018
    Posts
    71
    Character
    Charlotte Wells
    World
    Zodiark
    Main Class
    Red Mage Lv 90
    Quote Originally Posted by Reinhardt_Azureheim View Post
    Not who you asked, but many factors basically:
    - role restriction without seeing what role is missing
    - extreme reliance on the healer since gamemode was centered around KOing targets with enough medals or key targets to prevent pressure. Potions helped, but it was still 70% healer diff
    -.gamemode design was not quite intuitive and understanding win conditions was a pain until highest ranks

    Source: personal exp + sophisticated guesses
    Agree: The healerjob in Feast was probably the most critical role causing a lot of pressure und toxicity. It was not only tough healing, they also had to make sure to be in line of sight (and get bullied when their teammates lost LoS and died) plus they had to take care on the entire buffs and debuffs to predict the next burst target. (I could be wrong but i think we saw the missing roles in queue and the queue was almost everytime waiting for healers.)

    Also CC is a better entry for beginners. With the many available tiers it's easier to get a soft start also the lack of de-rank prevents some toxicity. Back then it was possible that players that never healed before (and maybe not even with the hotbars assigned) ended up in other players promo games.

    Also the objectives are easier to understand. I still remember games with diamond tanks that ignored the medals.
    (0)
    Last edited by Charlotte_Wells; 08-05-2022 at 01:41 AM.

  4. #74
    Player
    Guesswhat's Avatar
    Join Date
    Mar 2015
    Posts
    557
    Character
    Aira Comet
    World
    Odin
    Main Class
    Pugilist Lv 100
    Quote Originally Posted by Dionysius View Post
    Then why is it that no one play The Feast pre 6.1? I wanted to get the mount but the queue always dead even during peak hour.

    3.5 months after CC released with most people already finished the Series reward, queue for Casual still popping in less than a min.
    Not trying to suggest my anecdotal experience is the general consensus. And I was never a fan of feast tbh, what I'm talking about is how PvP played regardless of mode.

    As I said earlier, PvP got really hyped; everyone can see that it's more popular now. Also, as other peeps mentioned, the Q system for feast was worse than what it is now, role restrictions and all. Combined with the negative stigma it's really no suprise feast Q was as bad as it was. FL Qs have been improved too, as the mode stay alive longer in the evenings/nights, but pre 6.1 FL Qs were also really fast.
    (0)

  5. #75
    Player
    TheElvenQueen's Avatar
    Join Date
    Jul 2022
    Posts
    30
    Character
    Elven Queen
    World
    Lich
    Main Class
    Goldsmith Lv 90
    My first instinctive approach to improving pvp would be:

    - reduce all dmg done 50%
    - reduce all healing 50%
    - put sprint on 30sec cd, lasting 10 sec, doesn't end in combat
    - change stun/polymorph cc into debuffs:
    victims have 30% reduced movement speed/healing power
    - snares reduce movement speed by 20%
    - reduce general baseline movement speed by 20%, no more silly iceskate zooming in and out.

    That would be a good start, now players could fight more and enjoy combat, work their dmg and heals, no burst kills, more control.

    Next thing, change purify to "heroism" with a 1-3min cd lasting 4-10 sec and giving immunity to all cc no matter what.
    The bubble should be renamed to a passive skill "adrenaline" that can proc only if you are hit by (fighting vs) 3 or more,
    1min internal cd, reduces all dmg taken 20-30% for 5-10 sec depending on how many are fighting you, "the more, the more".
    Balances out most 5v1 ganging up on people situations.

    Something in that general direction would make everything way more playable.
    And most importantly: update/upgrade the servers, tickrate, and change it to predictive mode
    so skills pop off when they need to, and not like they do now, 2-3 seconds late, as if you had 500 ping.
    (2)

  6. #76
    Player JamieRose's Avatar
    Join Date
    Oct 2019
    Posts
    750
    Character
    Staribbon Xu
    World
    Maduin
    Main Class
    Scholar Lv 100
    Quote Originally Posted by Dionysius View Post
    Whatever it is... It's a step towards the right direction. Nah rage is a sign how pathetic the community is. Being rude will work the opposite way. Goodluck!
    A perfect example of what I was pointing out earlier.
    (0)

  7. #77
    Player
    Dreadz's Avatar
    Join Date
    Jul 2022
    Posts
    80
    Character
    Anri Khatayin
    World
    Adamantoise
    Main Class
    Dark Knight Lv 90
    Quote Originally Posted by Reinhardt_Azureheim View Post
    SE / Yoshida / the dev team is not obliged having to skim through a wasteland of threads filled with toxic notations just to filter the helpful suggestions.

    Just because SE is a professional company by business standards does not mean they need to put their employees' mental health in jeopardy from having to go through the sheer load of negativity just because they didn't deliver all demands.
    They don't need to skim the forums or receive any kind of feedback from players to fix majority of complaints of with PvP, they just need to play the game. I realise that it's an unreasonable request, but if they did that then they'd know how awful it feels to be chain CC'd to instant death because the resilience buff from purify didn't work because of the garbage server tick rates. The fact there is no way to proactively nullify the effects of CC is all I need to know that the PvP team doesn't actually play PvP.
    (2)

  8. #78
    Player JamieRose's Avatar
    Join Date
    Oct 2019
    Posts
    750
    Character
    Staribbon Xu
    World
    Maduin
    Main Class
    Scholar Lv 100
    This is the kind of bad design I expect from Blizzard or EA or BHVR. I really did not think Squeenix, or at least the FFXIV team, was capable of this level of incompetence but here we are.
    (3)
    Last edited by JamieRose; 08-05-2022 at 02:12 PM.

  9. #79
    Player
    Reinhardt_Azureheim's Avatar
    Join Date
    Oct 2017
    Posts
    2,576
    Character
    Reinhardt Azureheim
    World
    Alpha
    Main Class
    Dark Knight Lv 100
    Quote Originally Posted by TheElvenQueen View Post
    My first instinctive approach to improving pvp would be:

    - reduce all dmg done 50%
    - reduce all healing 50%
    - put sprint on 30sec cd, lasting 10 sec, doesn't end in combat
    - change stun/polymorph cc into debuffs:
    victims have 30% reduced movement speed/healing power
    - snares reduce movement speed by 20%
    - reduce general baseline movement speed by 20%, no more silly iceskate zooming in and out.

    That would be a good start, now players could fight more and enjoy combat, work their dmg and heals, no burst kills, more control.

    Next thing, change purify to "heroism" with a 1-3min cd lasting 4-10 sec and giving immunity to all cc no matter what.
    The bubble should be renamed to a passive skill "adrenaline" that can proc only if you are hit by (fighting vs) 3 or more,
    1min internal cd, reduces all dmg taken 20-30% for 5-10 sec depending on how many are fighting you, "the more, the more".
    Balances out most 5v1 ganging up on people situations.

    Something in that general direction would make everything way more playable.
    And most importantly: update/upgrade the servers, tickrate, and change it to predictive mode
    so skills pop off when they need to, and not like they do now, 2-3 seconds late, as if you had 500 ping.
    Or... keep the speed of the game and how CC works and simply reintroduce the cooldown that actually lets you engage without sacrificing Purify or Guard:

    Fetter Ward
    Cooldown: 30s
    Duration: 5-6s
    Effect: Full immunity to CC akin to Guard (Polymorph included) while active, does not reduce damage or lock out actions.

    This was available to melee players in Feast, but was not as relevant due to how combat and CC scarcity operated. However now is arguably a good reason to bring it back as an all-class action, without drastically redesigning the combat (other than adjusting some power in jobs, like a Monk or Ninja with CC immunity would be hell).

    And certain CC abilities need some toning, like Polymorph as a regular cooldown should not ignore CC immunity and Bard' Silence should seriously not last 3s while having access to a 3s Bind and being ranged. Silence + Bind is essentially a stun and we reduced DPS stuns down to 2 seconds already.

    That and we should really give each job additional buttons so we reach 16 (without Sprint) like we did before in Feast.
    (2)

  10. #80
    Player
    ThaCa's Avatar
    Join Date
    Mar 2022
    Posts
    853
    Character
    Wise Fuchsia
    World
    Phantom
    Main Class
    Summoner Lv 90
    Quote Originally Posted by Reinhardt_Azureheim View Post
    Or... keep the speed of the game and how CC works and simply reintroduce the cooldown that actually lets you engage without sacrificing Purify or Guard:

    Fetter Ward
    Cooldown: 30s
    Duration: 5-6s
    Effect: Full immunity to CC akin to Guard (Polymorph included) while active, does not reduce damage or lock out actions.

    This was available to melee players in Feast, but was not as relevant due to how combat and CC scarcity operated. However now is arguably a good reason to bring it back as an all-class action, without drastically redesigning the combat (other than adjusting some power in jobs, like a Monk or Ninja with CC immunity would be hell).

    And certain CC abilities need some toning, like Polymorph as a regular cooldown should not ignore CC immunity and Bard' Silence should seriously not last 3s while having access to a 3s Bind and being ranged. Silence + Bind is essentially a stun and we reduced DPS stuns down to 2 seconds already.

    That and we should really give each job additional buttons so we reach 16 (without Sprint) like we did before in Feast.
    If you are lowering Bard CC to 2 seconds you better make it AoE like Red Mage has.
    (0)

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