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  1. #81
    Player
    Aubrey_A's Avatar
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    Jul 2018
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    Gridania
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    Aubrey Atalante
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    Exodus
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    Paladin Lv 90
    Quote Originally Posted by Aravell View Post
    As for FL being as balanced as possible, if you want to get rid of the overperforming pre-mades, the underperforming people would need to be cut out too. If you want the best balance, you'd need to cut off the bottom if you cut off the top.
    Haha I hope people know they're gonna lose more then they win in a team match, for the most part. You're correct in that premades have no obligation to make sure the opponent teams have a good and fun match. Thankfully I don't think the petition for the good and fun aspect is to other players, rather to SE themselves.

    I agree that there is a large skill disparity between veteran pvpers and green pvpers. In the name of balance, and everyone having at least a [/B]semblance[/B] if a good time, a couple things could happen:

    - Separate queues for premades and solo queue players. I already gave my 2 cents on that in this thread, but without additional information I do not know if that kills the que.

    - An ELO system to keep the skill ranges in line with one another. I see this eventually leading to people "smurfing" the ELO system, which brings us back to square one.

    - Another potential solution I can't think of right now.

    Quote Originally Posted by Aravell View Post
    It kind of looks like people have forgotten what PvP is. Everyone wants to win, no one wants to lose. The pre-mades are just maximising their chances of winning, anyone can do the same, they're not being disruptive, they're not being mean-spirited, they're just trying to win. Nothing they're doing is illegal, their only obligation is to win for their team, there is no obligation to make sure the opponent teams have a good and fun match.
    While I agree that each team should do what they need to do to win, I do take an issue when the actions of a few really start to impact the many in more ways then just a win or a loss. Anecdotally, I have heard/ read stories of premade teammates who find the game less engaging when a premade steamrolls without any true contest, less engaging for the enemies who have to play them. That's not to say I dislike coordination. Shot callers also have an outspoken effect on a match, especially if they are talented shot callers. The way they change a match and involve their team in a process feels more engaging then a coordinated premade attaining outspoken results compared to their teammates.

    Regardless of anything else, the last thing I want is for the ques to be separated. I play solo quite a bit, but that doesn't mean I don't duo - quad que. This is an MMO afterall, and reducing everything down to a solo que would be a travesty.
    (2)

  2. #82
    Player
    Aravell's Avatar
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    J'thaldi Rhid
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    Mateus
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    Machinist Lv 100
    Quote Originally Posted by Aubrey_A View Post
    While I agree that each team should do what they need to do to win, I do take an issue when the actions of a few really start to impact the many in more ways then just a win or a loss. Anecdotally, I have heard/ read stories of premade teammates who find the game less engaging when a premade steamrolls without any true contest, less engaging for the enemies who have to play them. That's not to say I dislike coordination. Shot callers also have an outspoken effect on a match, especially if they are talented shot callers. The way they change a match and involve their team in a process feels more engaging then a coordinated premade attaining outspoken results compared to their teammates.

    Regardless of anything else, the last thing I want is for the ques to be separated. I play solo quite a bit, but that doesn't mean I don't duo - quad que. This is an MMO afterall, and reducing everything down to a solo que would be a travesty.
    The thing about the DRK combo meta is that the combo is only as effective as the weakest player on the opposing team. I'm sure you've had moments where you're out of the deathball, looking at your team getting slaughtered and thinking "Man, if only they got out before the burst", now imagine that 21 other people are outside of the deathball with you, that means the DRK combo only killed 2 people. Killing only 2-4 people every time they execute the combo would severely hamper their effectiveness, meaning they can no longer win exclusively through kills without touching objectives. The only real solution to the DRK combo meta is to equalize the skill level of the match.

    I think the best solution would be if they implemented a hidden rating system for FL queues, you perform well, you go up higher, you perform badly, you go down. Sure, some people may throw matches on purpose to stomp the weaker players, but if the ratings are retroactive and they take the highest rating of everyone in the party to determine the tier of the match, that would be much less of an issue (The current DRK meta pre-mades would have to throw hundreds of matches to get low enough to stomp people if the ratings are retroactive). If everyone is about equal in skill level, that means the game will be balanced and fun, if you're good enough to not die to the DRK combos all the time, you can then trust that your team is good enough to see it coming too.
    (2)

  3. #83
    Player
    Aubrey_A's Avatar
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    Gridania
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    Aubrey Atalante
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    Exodus
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    Paladin Lv 90
    Quote Originally Posted by Aravell View Post
    I think the best solution would be if they implemented a hidden rating system for FL queues, you perform well, you go up higher, you perform badly, you go down. Sure, some people may throw matches on purpose to stomp the weaker players, but if the ratings are retroactive and they take the highest rating of everyone in the party to determine the tier of the match, that would be much less of an issue (The current DRK meta pre-mades would have to throw hundreds of matches to get low enough to stomp people if the ratings are retroactive). If everyone is about equal in skill level, that means the game will be balanced and fun, if you're good enough to not die to the DRK combos all the time, you can then trust that your team is good enough to see it coming too.
    I'm all in for a hidden rating system, especially based on the highest rating of the party. I worry this would either divide the queue up to the point where matches won't pop if a specific rating was not met. Inversely, not enough players are playing meaning everyone's lumped into the same que anyways. (I wouldn't have to worry if the players had some frontline statistics above what is shown in the Lodestone).

    Quote Originally Posted by Aravell View Post
    The thing about the DRK combo meta is that the combo is only as effective as the weakest player on the opposing team. I'm sure you've had moments where you're out of the deathball, looking at your team getting slaughtered and thinking "Man, if only they got out before the burst", now imagine that 21 other people are outside of the deathball with you, that means the DRK combo only killed 2 people. Killing only 2-4 people every time they execute the combo would severely hamper their effectiveness, meaning they can no longer win exclusively through kills without touching objectives. The only real solution to the DRK combo meta is to equalize the skill level of the match.
    You are correct, the effectiveness of the DRK combo meta is the weakest links on the opposing teams. I die a little when I see 4+ players 100%-0% off the alliance list over a single tick. Obviously running into the meta is unavoidable sometimes, we don't choose to get pincered by our enemies afterall.

    As a region we can't agree on what the best course of action would be, and we have been talking about it for months now lmao. This leads me to think educating teammates is the best way to go; and tempering expectations for those laissez faire teammates.




    Sitting back and thinking about it, there honestly might not be anything to balance. It's not like FL hasn't had a meta in the past. Maybe it should be left as-is and the player base will eventually learn. Afterall, we figured out how to stop classes from getting height based kill, how to stop PLDs from pairing to cap points, to now stopping DRGs with a plethora of different CC.
    (0)

  4. #84
    Player
    Scintilla's Avatar
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    Taeryn Bishop
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    Alpha
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    Summoner Lv 92
    Quote Originally Posted by Aravell View Post
    It kind of looks like people have forgotten what PvP is
    I presume you saw my previous reply to 'it's not being disruptive' so I'm not going to write it all again

    My points in your post specifically:

    "They're not being disruptive, they're not being mean-spirited"
    Debatable. My personal experience when being placed on the same alliance as these premades has suggested that they very much are, and it seems that others have similar experiences. That said, this only accounts for our own experiences, and we cannot make the claim that this poor attitude applies to every single premade team out there. Similarly though, you cannot make the opposite claim.

    their only obligation is to win for their team, there is no obligation to make sure the opponent teams have a good and fun match
    Are they breaking any rules? No. Have anyone here claimed them to be breaking rules? Also no. So why you seem to feel that we are placing accusations against the premade teams personally, I'm not sure.
    The issue that lots have is the many system faults which converge to enable such behaviour. Behaviour which causes such an immense disparity between each teams chances of winning that sometimes teams are given no choice but to either:
    1. Let them win
    2. Actively help the second random team just to keep some kind of competitive game going

    As for FL being as balanced as possible, if you want to get rid of the overperforming pre-mades, the underperforming people would need to be cut out too.
    This isn't an 'over-performing' players vs 'under-performing' players issue. In random games, there are a mix of extremely capable veterans and completely new players, but despite this mixture of player experience, FL matches remain competitive and balanced. It is only these games in which the premades exists where problems come about.

    And to describe them as 'over-performing' seems almost laughable. I would argue it takes far, far less skill to win as a premade than it does to guide a random team to victory. A random match requires coordinating an unknown team, the balance of objectives and PvP, adjusting tactics as necessary to reflect your team or changes in the situation.
    A premade is purely: get a group of 4 friends on a voice chat, use chat to simultaneously voke, remove Guard, and LB, then flee while the alliance covers your escape. No objectives needed, minimal alliance coordination - once they realise there's free kills on offer, most will blindly follow you around the map.

    And sadly, in some circumstances there is no way to combat this, regardless of whether you're an experienced FL player or not.
    (4)

  5. #85
    Player
    Aravell's Avatar
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    J'thaldi Rhid
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    Mateus
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    Machinist Lv 100
    Quote Originally Posted by Scintilla View Post
    This isn't an 'over-performing' players vs 'under-performing' players issue. In random games, there are a mix of extremely capable veterans and completely new players, but despite this mixture of player experience, FL matches remain competitive and balanced. It is only these games in which the premades exists where problems come about.

    And to describe them as 'over-performing' seems almost laughable. I would argue it takes far, far less skill to win as a premade than it does to guide a random team to victory. A random match requires coordinating an unknown team, the balance of objectives and PvP, adjusting tactics as necessary to reflect your team or changes in the situation.
    A premade is purely: get a group of 4 friends on a voice chat, use chat to simultaneously voke, remove Guard, and LB, then flee while the alliance covers your escape. No objectives needed, minimal alliance coordination - once they realise there's free kills on offer, most will blindly follow you around the map.

    And sadly, in some circumstances there is no way to combat this, regardless of whether you're an experienced FL player or not.
    Many people make the claim that the DRK combo is very easy to pull off and requires no skill, so why doesn't everyone do it then? Have you ever seen a bad DRK+AST group? I've seen many, they feed the enemy team a lot because they think they're meta and invincible.

    As for how to combat this combo when the pre-made is actually good? There is one way that almost always works. Flank the enemy and dive their backline as the pre-made makes their charge, the backline will flee and condemn the 4 man pre-made to die. ASTs are basically food, the DRK will usually get away, but that's fine, just feed on the ASTs and they'll never gain battle high. No matter how good the pre-made is, they cannot control 20 other people, when people get flanked, their first instinct is to flee. If no one follows-up, the pre-made is basically useless.

    Quote Originally Posted by Scintilla View Post
    So why you seem to feel that we are placing accusations against the premade teams personally, I'm not sure.
    Some people in this very thread have claimed that the pre-mades are griefing or being disruptive. None of that is true, they're simply using the tools available to them to win the game. If some start mocking people, then sure, they're being toxic. But most are simply using the means available to them to win, nothing wrong with that.
    (2)
    Last edited by Aravell; 12-16-2023 at 07:17 PM.

  6. #86
    Player Doozer's Avatar
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    Gunnar Mel'nik
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    Bard Lv 90
    Quote Originally Posted by Aravell View Post
    As for how to combat this combo when the pre-made is actually good? There is one way that almost always works. Flank the enemy and dive their backline as the pre-made makes their charge, the backline will flee and condemn the 4 man pre-made to die. ASTs are basically food, the DRK will usually get away, but that's fine, just feed on the ASTs and they'll never gain battle high. No matter how good the pre-made is, they cannot control 20 other people, when people get flanked, their first instinct is to flee. If no one follows-up, the pre-made is basically useless.
    That requires all 24 people on your team to understand this and cooperate, whereas what usually happens is they see their party get one-shot and go "oh, these people again, gg" and half of them give up. And you can't blame them for that, when again these teams win every match they're in. If that strategy was so easy to use to counter these teams, people would already be doing it. But they aren't.
    (2)

  7. #87
    Player
    Aravell's Avatar
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    Quote Originally Posted by Doozer View Post
    That requires all 24 people on your team to understand this and cooperate, whereas what usually happens is they see their party get one-shot and go "oh, these people again, gg" and half of them give up. And you can't blame them for that, when again these teams win every match they're in. If that strategy was so easy to use to counter these teams, people would already be doing it. But they aren't.
    The DRK combo is very ineffective against that solution. How do I know it actually works? Because that's what everyone does on JP.

    Like I said in an earlier post, the problems with the DRK combo does not need any nerfs, it requires players to be of equal skill. If the game matches people of equal skill, then the match would be properly balanced. Currently, the team that loses is the one that has the most people that are unable to cope with the DRK meta.
    (2)

  8. #88
    Player Doozer's Avatar
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    Gunnar Mel'nik
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    Quote Originally Posted by Aravell View Post
    The DRK combo is very ineffective against that solution. How do I know it actually works? Because that's what everyone does on JP.

    Like I said in an earlier post, the problems with the DRK combo does not need any nerfs, it requires players to be of equal skill. If the game matches people of equal skill, then the match would be properly balanced. Currently, the team that loses is the one that has the most people that are unable to cope with the DRK meta.
    It's not the "DRK meta", it's 6 ASTs following a DRK around and spamming the same skill all at the same time. It's not the DRK killing everyone.
    (1)

  9. #89
    Player
    Scintilla's Avatar
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    Taeryn Bishop
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    Alpha
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    Summoner Lv 92
    Quote Originally Posted by IDontPetLalas View Post
    I suggested shot-calling, because you seem to have come up against them often enough to have learned their tactics
    You mentioned an FL guide for new players. I'm curious, what would you include in this guide which would be so profound that it would make premades suddenly survivable?

    As others have said, shot-calling will do nothing.

    DRK vokes, RPR removes Guard, followed by 2 BH5 DRG LBs. Simultaneously.

    You've marked the DRK to try to get as much warning as possible of their coming.
    Guard is going to be totally useless: regardless of whether you use it before or after the voke, the reduced movement speed won't let you escape in time before the RPR removes it and you'll still be caught in the LBs.
    Stun the DRK or try to stand to attack? A nice try, but since their first attack which alerted you to their being there in the first place, they now have a high BH and an almost reckless alliance behind them - an alliance that knows chances of a solid counter attack are slim so they're safe to push further and harder than they would normally have done. Killing them will take longer and be much harder now they have BH. You may stun the DRK initially (but if you've used a melee to do it, good luck getting out of no-mans-land alive), but it will be removed far quicker than your team will be able to kill them. Some of your team may have already learnt their mistake from earlier and will have already begun to run. A few new players may not even be aware of the incoming danger.
    Just run the moment you see them coming? Ignoring the fact that this would leave you having to completely give up objectives without any kind of counter-attack to defend them, if you've used sprint and you're early enough, you may escape. But remember: the only reason you escaped is because the DRK landed in a substantially large victim group that they remained there to voke. If all of you run, they'll just keep running after you, to the point where you're now nowhere near the objective.

    Quote Originally Posted by Aravell View Post
    I'm sure you've had moments where you're out of the deathball, looking at your team getting slaughtered and thinking "Man, if only they got out before the burst"
    As said above, if everyone runs leaving only 3 people at the forefront of the enemy team, the DRK is going to run straight past them to catch up with a larger body of the team. Unless you all keep running for your lives until you're now far, far away from the objective, which you have no given them with no counter. If anyone got away, it's purely because a substantial number of their alliance didn't.

    Quote Originally Posted by Aravell View Post
    I think the best solution would be if they implemented a hidden rating system for FL queues
    Ultimately, it will lead to the same veteran players being endlessly matched against the same premade teams, to the point where they just stop playing. So no, to believe that such a system will work shows naivety at best
    (4)

  10. #90
    Player Mawlzy's Avatar
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    Jessa Marko
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    Adamantoise
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    Machinist Lv 100
    Quote Originally Posted by Aravell View Post

    Some people in this very thread have claimed that the pre-mades are griefing or being disruptive. None of that is true, they're simply using the tools available to them to win the game. If some start mocking people, then sure, they're being toxic. But most are simply using the means available to them to win, nothing wrong with that.
    You doubtless remember the PAL cover exploit? Perfectly legal. People used it as a means to help their team win. And it was damn stupid so it was removed.
    (2)

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