hey I forgot to mark the summoner on the left, he's on fever too.


hey I forgot to mark the summoner on the left, he's on fever too.
Last edited by Evangela; 01-22-2015 at 04:55 PM.


I'm the drg by the pld with fever! (you see the "on" for Dragoon)
If whatever you're shooting doesn't die after you pump 8, 32 caliber, slugs into it, it's probably a dragon.


Melees problem is usually that they run far away from the healing range so it is usually impossible keep them alive. Some ppl think killing healers is always the first thing what 2 do and then healers kite those melees behind until they can not get any heals anymore. Melee should always stay in healing range. If opponent is running away, you should change 2 another target and if many players target on you, you should run back 2 your group with sprint. Also personal limit break should probably get 25% damage nerf or something like that because you can do it so many times in the battle.


I mean, you're right here for sure... but the problem is a Caster/Ranged can do their full damage while bundling on the healers... a Melee DPS cannot, as they need to be in melee range of the enemies to function. I don't believe you are arguing against that however.Melees problem is usually that they run far away from the healing range so it is usually impossible keep them alive. Some ppl think killing healers is always the first thing what 2 do and then healers kite those melees behind until they can not get any heals anymore. Melee should always stay in healing range.
Its plain to see the one sidedness of Slaughter atm, but what is it SE could do? I mean, without just completely nerfing BLM into being useless, what practical adjustments could be made? The problem stems from the players current strategy in Slaughter (middle ground huddling), not so much BLM OP... as in the CTF version, BLMs aren't OP. Its the same mages, just a different adopted style of combat, one favoring BLMs potential.
Its plain to see the one sidedness of Slaughter atm, but what is it SE could do? I mean, without just completely nerfing BLM into being useless, what practical adjustments could be made? The problem stems from the players current strategy in Slaughter (middle ground huddling), not so much BLM OP... as in the CTF version, BLMs aren't OP. Its the same mages, just a different adopted style of combat, one favoring BLMs potential.
Overall limits need to be changed to make it more fair. You build limit the same as always by taking damage or dishing it out, ranged do that far more easily. The amount of damage done by a cometeor is insane compared to melee and you don't have to worry about the target moving out of range, there is also the nigh unlimited damage potential and how easy it is to stack them.
A fix I'd like to see is making it so that melee lb is an oGCD skill with no channel. Not only do you have to risk your life to set it up but you also have to sit there for 3 seconds and they can just run away and you lose a crap ton of lb, and probably your life, for nothing. They could also make melee lb just charge faster, though tank and support lb would need to get the treatment first imo. They could reduce mage/ranged armour to less than a paper bag, with the risk to get them in this mode it would make sense.
They could just make all aoe damage like in XI where the more people you hit the less damage you do, really uncapped aoe damage in a mode where you're pretty much guaranteed to hit 3 or more people is silly. This is the best idea as mage damage numbers that are ridiculous for the amount of time spent.


If healers know how 2 position themselves, they can stay 30 y behind targets they need heal. Caster/Ranged have 25 y range so in theory healers will stick 55 - 30 y away from the opponents casters(if your alliance always attack nearest target) so it is impossible get hit that far away and not even point try 2 do that. I have seen ppl say "kill healers and win" but that is not true because healer is the hardest target kill because whole enemy team will cover him. That is only good option if healer fooling around in front of the party. Or if healers stick inside the flag in the secure mode. The thing that is the most effective in the battleground is fast swaps between targets and smash dps classes that is in easiest position. But well, it is almost impossible balance melee and ranged between battlegrounds and arena games. That same problem was in wow. Most of caster groups dominated battleground gameplay but melee work too if you know how 2 play it well and position yourself well. More crowded battleground is, more ranged dominate. Hope they do more 8man battlegrounds in the future because there is no point of balancing classes rounded by 72 players.
Last edited by Sunako; 01-22-2015 at 07:14 PM.
9 BLMs on Maelstrom all with Battle High then go on to dominate the match.
Time to level BLM


my suggestion:
- nerf Cometeor, make it do less damage when used against multiple target. Cometor or Meteor in the previous FF games didn't have 100% chance to hit all the enemies since the meteorites will randomly fall on the targets.
- nerf the AoE Sleep already, it's been overpowered before and still overpowered now. reduce the success rate, I mean at least not 100% for god sake.
- the mecha enemies on the battlefield, whatever it called, need to do more random AoE to make it impossible for the players to just stand in the same spot. and make it target on the players with Battle High/Fever statuses more than the players of losing teams.
- make market/manor/temple ADS spawn 3-4 times throughout the match, stop these 24 vs 24 vs 24 in the middle.
Last edited by Evangela; 01-25-2015 at 08:38 PM.



I agree with all of this.my suggestion:
- nerf Cometeor, make it do less damage when used against multiple target. Cometor or Meteor in the previous FF games didn't have 100% chance to hit all the enemies since the meteorites will randomly fall on the targets.
- nerf the AoE Sleep already, it's been overpowered before and still overpowered now. reduce the success rate, I mean at least not 100% FFS.
- the mecha enemies on the battlefield, whatever it called, needs to do more random AoE to make it impossible for the players to just stand in the same spot. and make it target on the players with Battle High/Fever statuses more than the players of losing teams.
- make market/manor/temple ADS spawn 3-4 times throughout the match, stop these 24 vs 24 vs 24 in the middle.
Also:
Go BLM!
Last edited by BunnyChain; 01-23-2015 at 02:52 AM.
Great community btw
You forgotmy suggestion:
- nerf Cometeor, make it do less damage when used against multiple target. Cometor or Meteor in the previous FF games didn't have 100% chance to hit all the enemies since the meteorites will randomly fall on the targets.
- nerf the AoE Sleep already, it's been overpowered before and still overpowered now. reduce the success rate, I mean at least not 100% FFS.
- the mecha enemies on the battlefield, whatever it called, needs to do more random AoE to make it impossible for the players to just stand in the same spot. and make it target on the players with Battle High/Fever statuses more than the players of losing teams.
- make market/manor/temple ADS spawn 3-4 times throughout the match, stop these 24 vs 24 vs 24 in the middle.
-Cast are no longer interupted by attacks
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