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  1. #1
    Player
    Atreus's Avatar
    Join Date
    May 2011
    Posts
    969
    Character
    Atreus Auditore
    World
    Faerie
    Main Class
    Paladin Lv 100
    The more I think about it, the more I think the real issue with Slaughter is three teams at the top. There are a lot of tools available to promote aggression for tanks and melee, but it's hard to slam into a team with your melee without team #3 just waiting to scavenge the free table scraps. That's why right now it's such a huge bait & stomp game.
    (2)

  2. #2
    Player
    Kinseykinz's Avatar
    Join Date
    Mar 2011
    Location
    Gridania
    Posts
    1,278
    Character
    Isagael Rose
    World
    Sagittarius
    Main Class
    Botanist Lv 100
    Quote Originally Posted by Atreus View Post
    The more I think about it, the more I think the real issue with Slaughter is three teams at the top. There are a lot of tools available to promote aggression for tanks and melee, but it's hard to slam into a team with your melee without team #3 just waiting to scavenge the free table scraps. That's why right now it's such a huge bait & stomp game.
    This is the crux of the issue. It's NOT actually that ranged in and of themselves are OP (if they were, they'd dominate Secure mode too). It's that the common stat. is cluster up as a team and then ranged dd the other teams. Which works in Ranged DD's favor 2 fold. 1. They are protected by the wall of their teammates around them and 2, their AoE's/AoE spreading moves work best against teams that are also clustered. Basically, all SE'd need to do is make the middle less important, and side-nodes far more important (i mean they gave us the cool teles and we use them 1-3 times...maybe a fight). Make it so teams have reason to spread and a lot of this is solved.
    (5)

  3. #3
    Player
    Synestra's Avatar
    Join Date
    Oct 2013
    Posts
    1,071
    Character
    Nel Synestra
    World
    Moogle
    Main Class
    Gladiator Lv 70
    Quote Originally Posted by Atreus View Post
    The more I think about it, the more I think the real issue with Slaughter is three teams at the top.
    This! When i saw those patchnotes firstime i tought this would play slightly like those MOBA's with their buff monsters, too bad there is just one set of them in whole match and even that gets ingnored buy team A and C most of time. Ranged dont need to be nerfed or anything if we are forced to spread more often, current meta seems to be "screw the sides and frag in middle till it ends" most of the time and that gets boring really fast.
    (0)

  4. #4
    Player
    Domira's Avatar
    Join Date
    Feb 2012
    Location
    Ul'dah
    Posts
    272
    Character
    Corvus Lament
    World
    Excalibur
    Main Class
    Dark Knight Lv 60
    Slaughter mode should be removed until its mechanics are fixed and relatively balanced.
    (0)

  5. #5
    Player
    TetsuyaHikari's Avatar
    Join Date
    Sep 2013
    Location
    Gridania
    Posts
    248
    Character
    Celes Reinhardt
    World
    Excalibur
    Main Class
    Paladin Lv 70
    Having individual limit breaks was a good idea so everyone could be allowed to contribute rather than leaving it in the hands of one individual in your alliance. However, Slaughter itself is just so incredibly unbalanced right now, a lot of us aren't even able to take advantage of this new feature. As it stands, I've played a little over 20 Slaughter matches and have lost all but one of them to Flames for coming in with full BLM/SMN/WHM groups (90%+ caster parties, basically).

    The one time I did actually win... It was because the other groups had more melee DPS than we did and our alliances mostly consisted of BLM/SMN instead that time. It's painfully clear what job(s) Slaughter caters to right now. So, unless you're in an alliance that's basically taking rotations with:

    sleep, LB, sleep, LB, sleep, LB

    You're on the losing end, getting hit by all of this, and dying repeatedly because of it.
    (3)
    Last edited by TetsuyaHikari; 01-25-2015 at 01:26 PM.

  6. #6
    Player
    Evangela's Avatar
    Join Date
    Mar 2011
    Location
    グリダニア
    Posts
    4,361
    Character
    Evangela Monterossa
    World
    Balmung
    Main Class
    Ninja Lv 90
    people should be able to play the job they prefer or the job they can play the best, not choosing to play it because it has the biggest advantage. if people have to choose the job with the latter reason then it means the game is imbalanced.
    (2)

  7. #7
    Player
    rowrow's Avatar
    Join Date
    Nov 2013
    Posts
    40
    Character
    Hand Holding
    World
    Cactuar
    Main Class
    Carpenter Lv 80
    I just wanna play top tier.
    (0)

  8. #8
    Player
    PotatoTree's Avatar
    Join Date
    Apr 2012
    Posts
    708
    Character
    Momoko Tomoko
    World
    Sargatanas
    Main Class
    Miner Lv 100
    The ranged have an advantage right now since they hide within the herd of 24 people. Once they nerf ranged to shit, ranged will be horrible in 8v8v8 or any secure match. I hope the change is just to the lb duration, and maybe some map mechanic changes that prevent the herding.

    That being said, there is nothing that can stop a meele from lbing you dead either. They can just gap closer in, do a couple dps moves, stun, and lb. People that are saying they are getting stunned aren't doing it fast enough.
    (1)
    Last edited by PotatoTree; 01-25-2015 at 04:56 PM.

  9. #9
    Player
    Kinseykinz's Avatar
    Join Date
    Mar 2011
    Location
    Gridania
    Posts
    1,278
    Character
    Isagael Rose
    World
    Sagittarius
    Main Class
    Botanist Lv 100
    Quote Originally Posted by PotatoTree View Post
    The ranged have an advantage right now since they hide within the herd of 24 people. Once they nerf ranged to shit, ranged will be horrible in 8v8v8 or any secure match. I hope the change is just to the lb duration, and maybe some map mechanic changes that prevent the herding.

    That being said, there is nothing that can stop a meele from lbing you dead either. They can just gap closer in, do a couple dps moves, stun, and lb. People that are saying they are getting stunned aren't doing it fast enough.
    Yes, this is def. one time where as a playerbase we should be asking for changes to be made to the actual battle/battlefield itself over asking for 'job nerfs' Because almost any 'nerf' they can come up with, will completely butcher ranged roles for the other 2 styles of PvP (the den and secure). What's actually imbalanced is the battlefield/scoring.

    Ideas to fix the battlefield:
    1. Make outer nodes spawn more than once. And/or randomize where they spawn but only spawn 1-2 at a time. So instead of it being predictable at x time or after x node go here...now people will have to pay attention to the map and use the teles to get around effeciently. Basically, make it make sense for people to spread out.
    2. Make the PvE nodes target more often players with 'battle high'. Also, maybe consider making the large Heliodrome node do something aside from it's pulse to make healers/ranged have to move/dodge/or in some way deal with it like melee are currently foreced to do.
    3. Fix how battle-high is earned for Tanks and Healers....seriously, you took a majority of healers 'dps tools' away from them in PvP but now have a system that basically says 'do damage or don't get the bonus' Seems illogical.
    4. There was already a dev response on Comidore, but yeah that needs a bit of a delay.
    (2)

  10. #10
    Player
    Brianmj's Avatar
    Join Date
    Aug 2014
    Posts
    416
    Character
    Brian Jones
    World
    Hyperion
    Main Class
    White Mage Lv 90
    Why would what goes on in Slaughter affect what goes on in Secure? If all that needs to change is the Cometor LB, then...
    (0)

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