- Overtime: I completely agree that the checkpoint break once the game goes below 2min remaining is way too fast and feels like the team that had been struggling now somehow can cheat their way into the final push. This is a huge advantage to have and it feels totally arbitrary every time it happens.
- Rating: I'd argue that they could just bring back the Feast rating system and remove their rng based streak system, which is a literal negation of skill to the favor of pure luck. Going back to a standard elo system found in most online games where the lower the league the more the system nudges the player up is good and that's what Feast did (losing in Bronze lost 5 rating, winning gained 25-30).
- Remove the safety net altogether.
- Leaderboard: I am staunchly against having the board set on the current rating, this is what we had in S1 and the result is that people just stop playing once they reach high enough out of fear of dropping back. If the fear is that people eventually stop playing because they're parked where they wanted to get, just think that it was even worse with the previous system.
- Decay is a common proposal and I feel it can alleviate it a little.
- The matchmaking certainly has issues, and I'll add mine to the pile: it tends to consider hybrid jobs as melee jobs when it's convenient and you end up with full ranged teams vs 2-3 melees, this needs to stop happening.
- I agree that ranked should give ranked specific rewards lower than Diamond to encourage every player and skills to participate in ranked, even if the lower tiers earn less commendation crystals. This really needs to happen instead of trying to ratchet every player into plat+ so they have a chance to get to Diamond for the rewards...
- Regen healers need to be put back in line definitely. They were already a problem in EW and they're even more of a problem now that sustain has become as viable as bursting in the meta (which is a good thing but healers gained a tremendous amount of power out of this).
- GNB is totally busted, especially for pug ladder, and I'm not sure why not more people got up in arms against it especially considering how low effort it is to pull.
- I like cover actually. Big identity and flavour, feels good to use, and it introduces a LOT of weaknesses to exploit when a PLD uses it. It's very punishable. I feel that it would become more trivial and in check like it used to be once the sustain healing becomes less stupid. But perhaps alternatively it needs to bleed a little through cover idk. I'm not against nerfs but removing it would really suck.
- Already made my piece on Sukuchi, no, getting hit should unhide the ninja. If used to run away, sukuchi should be used as an evade, not an autohide (it already breaks targeting...). If used to sneak and burst, then it hides and does its job already. I don't like the idea of effortless stealth, but I could be inclined to agree that making it more interesting, especially offensively, could be a good thing.
- NIN LB should return to at least 105s. It's stronger than Zantetsuken already with very little counters...
- DNC: Honing actually does its job for a hybrid role and a very risky move, and could benefit from more, not less. LB should either have delays reduced, or the game needs purify to increase back to 5s.
- Quick chat: Make "good game!" only usable at the end of games. Remove "Nice Job!" (it brings nothing of value beyond griefing, spamm or dubious feedback).
- Introduce a spamm auto silencing, meaning if the system detects spamm, it will lock the player out of quickchat for 30s or a minute, like it is the case in many online games.


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