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  1. #51
    Player
    Alyko's Avatar
    Join Date
    Sep 2013
    Posts
    192
    Character
    Alyko Cautes
    World
    Tonberry
    Main Class
    Archer Lv 53
    99% of the new CC spam is coming from AST's Gravity II which got buffed from single-target to AoE. To make matters worse they can hold another instacast Gravity II in reserve for that right moment, and they got Reaper's teleport. What in the hell were they thinking?
    (6)

  2. #52
    Player
    AristocraticCorgi's Avatar
    Join Date
    Jun 2016
    Posts
    131
    Character
    Karasu Suki
    World
    Louisoix
    Main Class
    Paladin Lv 100
    Quote Originally Posted by Alyko View Post
    99% of the new CC spam is coming from AST's Gravity II which got buffed from single-target to AoE. To make matters worse they can hold another instacast Gravity II in reserve for that right moment, and they got Reaper's teleport. What in the hell were they thinking?
    I was shocked by the reaper teleport, too. They created a monster
    (3)

  3. #53
    Player
    Valence's Avatar
    Join Date
    Oct 2018
    Posts
    5,168
    Character
    Sunie Dakwhil
    World
    Twintania
    Main Class
    Machinist Lv 100
    Quote Originally Posted by ovIm View Post
    Eh, I think that kinda depends on how strong the diminishing returns are, and how long you have to wait until you are back to being fully CC-able. But I do understand your point there.

    And yeah, a longer purify would have been preferred, definitely.
    The problem I have with diminishing returns or imunities is that we had immunities added at some point halfway through SB. We had one for literally every type of CC, which was a pain to track. I guess you could make a single one for everything, essentially granting you a free purify past a point in effect, and this raises many... questions I feel. Diminishing returns on the other hand... Same, very hard to track.
    (1)

  4. #54
    Player Mawlzy's Avatar
    Join Date
    Sep 2023
    Posts
    2,824
    Character
    Jessa Marko
    World
    Adamantoise
    Main Class
    Machinist Lv 100
    Quote Originally Posted by Valence View Post
    The problem I have with diminishing returns or imunities is that we had immunities added at some point halfway through SB. We had one for literally every type of CC, which was a pain to track. I guess you could make a single one for everything, essentially granting you a free purify past a point in effect, and this raises many... questions I feel. Diminishing returns on the other hand... Same, very hard to track.
    Does seem that the simplest solution is to limit the amount of incoming CC through job modifications, rather than modifying the CC as it lands.
    (1)

  5. #55
    Player
    Aco505's Avatar
    Join Date
    Dec 2021
    Posts
    949
    Character
    Aco Nale
    World
    Moogle
    Main Class
    Dragoon Lv 100
    I feel like the damage penalty for DRG in PvP should apply to the LB only. Having a -20% damage is imho a bit too much, since you need BH 2 to counter it.

    I also don't understand the addition of Drakesbane. I haven't played CC so perhaps that's where it has more value but in FL you will rarely be able to use it due to the short 10s bursts and the fact that both Heavens' Thrust and Starcross replace the basic combo.
    (0)

  6. #56
    Player
    Loggos's Avatar
    Join Date
    Nov 2011
    Posts
    1,029
    Character
    Kaeya Alberich
    World
    Twintania
    Main Class
    Pictomancer Lv 100
    Probably not the first person to bring this up but the delay in healing actions that are supposed to be instant is really frustrating. This relates to recuperate but also to skills like curing waltz or AST/WHM cures.

    As with many other things outside of matches they go off instantly of course. But I can't count the number of times I've been in matches, attacked by multiple people, pressed recup/a healing skill frantically but nothing happens for 1-2 seconds and of course I die.

    The same happens with guard (and of course purify) for me. If the goal was to make guard more responsive and activate faster it's not working for me half the time. It's the same as with heals: You press it (several times) clearly before you are hit but it gets lost in the queue of actions/the void/Narnia and you die.
    Happens even more often when you are attacked by several people.

    It's just double annoying when you know you actually had the proper reflexes in that moment and you could have survived if not for this delay.

    ---

    Another thing that bothers me is that they tie hits to animations but when I die and the animation plays out fully, no damage or effect is applied whatsoever.
    I noticed that with many skills the damage is not actually triggered at the end of animations but at their "moment of impact"/when the skill actually touches the player.
    (For example, BLM's fire/ice spells trigger their effect when the animation reaches the point in its progression where it hits the enemy and then it resolves/dissipates with more fire/ice effects.
    Or picto's moogle beam which goes on for 1-2 seconds after hitting an enemy but the effect is applied on hit.)

    So in many cases where I've actually finished executing my skill and I die after its "moment of impact" the game seems to prioritise my death above their animation all of a sudden.
    It's probably due to netcode/delay/differences in stages of information processing on the server vs my PC again but if the delay is that big that I can basically finish my lengthy animation and the game is still lagging behind then that's annoying.

    Esp. if in many other non-death situations the damage is actually applied on hit (at least on my screen). Just when I die everything gets scrambled it seems.
    It makes reacting in split seconds impossible (e.g. when you know you are about to die but still want to fire off a skill right before that - which used to work in the past).
    (2)
    Last edited by Loggos; 11-20-2024 at 09:47 AM.

  7. #57
    Player
    NarhiFaunlha's Avatar
    Join Date
    Dec 2021
    Posts
    49
    Character
    Varha Linotha
    World
    Balmung
    Main Class
    Viper Lv 100
    I noticed that today with WAR. Their LB no longer heals you when you deal damage which begs the question of "How is that job supposed to play in PvP now?"

    Sure the damage buffs are nice on paper- until you factor in the passive damage reduction for WAR in Frontline- and the multiple sources of damage reduction available to other jobs/players. The animations are great but the damage is garbage.

    Warrior used to be great at breaking enemy momentum by throwing themselves into the middle of the crowd and disrupting. The healing from Bloodwetting is awful. Whenever I use my LB now I immediately get focused down and killed.

    GNB completely lost its identity.
    (2)

  8. #58
    Player Mawlzy's Avatar
    Join Date
    Sep 2023
    Posts
    2,824
    Character
    Jessa Marko
    World
    Adamantoise
    Main Class
    Machinist Lv 100
    Quote Originally Posted by NarhiFaunlha View Post
    I noticed that today with WAR. Their LB no longer heals you when you deal damage which begs the question of "How is that job supposed to play in PvP now?"

    Sure the damage buffs are nice on paper- until you factor in the passive damage reduction for WAR in Frontline- and the multiple sources of damage reduction available to other jobs/players. The animations are great but the damage is garbage.

    Warrior used to be great at breaking enemy momentum by throwing themselves into the middle of the crowd and disrupting. The healing from Bloodwetting is awful. Whenever I use my LB now I immediately get focused down and killed.

    GNB completely lost its identity.
    To add insult to WAR's defensive injuries, the buff to Guard isn't helpful since we can't use it when we're most vulnerable during LB execution and the much longer period of trying to escape afterwards.
    (1)

  9. #59
    Player
    Astralrisk's Avatar
    Join Date
    Apr 2022
    Location
    Limsa Lominsa
    Posts
    185
    Character
    Legendairy Products
    World
    Exodus
    Main Class
    Monk Lv 100
    Quote Originally Posted by FatCatEnjoyer View Post
    The loss of class identity:
    - My beloved Red Mage
    - GNB Junction
    I do think the change for Gunbreaker makes more sense, given how that job's entire playstyle is dictated by what you and your team have in terms of composition. A lot of the job felt clunky to play in certain ways, like having to use Draw and Junction to get a a free Blast Strike, but doing so in some situations would change you off the Junction you wanted. This is from the perspective of a non-GNB main btw, so I don't want to say my words should be valued as highly, but just smth to think about.
    (0)

  10. #60
    Player
    Ryukai's Avatar
    Join Date
    May 2023
    Posts
    6
    Character
    Ryu'kai Tasogare
    World
    Spriggan
    Main Class
    Summoner Lv 100
    Tried SMN and it's just so bad now, 3 out of 4 of our base primal attacks are melee, yet we still have all the disadvantages of a caster where innate defence is concerned.

    Mountianbuster is by far the worst attack I've come across so far in trying the different jobs, you might as well not even have it on your bar (it'll be safer for you >_> ).

    Can only be used in melee and is a VERY tiny cone attack, using it animation locks the SMN in place for about 2-3 seconds (in MELEE!), the delay on the attack is also about 2-3 seconds, which is more than enough time for the opponent/s to move out of the (VERY tiny) area you are trying to cast it on and turn around to 2hit KO you, which intern cancels the animation so the opponent/s don't get damaged or stunned anyway.....

    It's literally a self KO button...
    (4)

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