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  1. #1
    Player
    uglyfish's Avatar
    Join Date
    Aug 2013
    Posts
    2
    Character
    Ugly Fish
    World
    Masamune
    Main Class
    Arcanist Lv 37

    Improvement proposal.

    We all know that pvp isn't as balanced as it could be at the moment, what I personally believe to be the single most annoying thing is how spell cast is interrupted every time the caster is hit. I do agree that casters are incredibly strong in pvp, but I don't believe that they should be interrupted EVERY HIT (especially from bards.) The focus should be on how to make the game play more smooth, it just feels clunky when your can't actually cast anything. Some sort of spell shield, or some sort of buff is a much more appropriate way of dealing with those pesky casters. Perhaps give the healers a type of reflect spell to be placed on an ally, or maybe a pvp specific way of cc'ing.
    (3)

  2. #2
    Player Buff_Archer's Avatar
    Join Date
    May 2014
    Posts
    909
    Character
    Buff Archer
    World
    Diabolos
    Main Class
    Summoner Lv 60
    Check out the thread (up to 13 pages of replies so far) under this forum category called Spellcasting in PVP where you can enjoy reading a friendly, lighthearted discussion on the matter amongst users who clearly respect each others' differences in perspective.

    There are a few tangents, but the posts worth reading in my opinion are the ones debating auto-attacks interrupting casts, vs GCD/instant abilities which require input on behalf of a user to be able to do the same.
    (1)

  3. #3
    Player
    Cidel's Avatar
    Join Date
    Jun 2012
    Location
    Bastok
    Posts
    1,473
    Character
    Cidel Paratonnerre
    World
    Hyperion
    Main Class
    Astrologian Lv 100
    The biggest improvements to PvP IMHO would be the devs altering ability, trait, and passive mechanics depending on the type of "Frontline."

    Healer stacking is a huge problem in Secure that could easily be dissuaded by nerfs to HP-restoring spells should a party go over 2 or 3 healers. Such an implementation in Slaughter really isn't deemed necessary (yet).

    Slaughter really needs to be polished in general, due to Adrenaline and Kill streak bonuses, not to mention the whole thing about middle being the most desired location to be in over half of the match, and having no real incentive to disperse after those 3 ADS mobs. Stacking casters in Slaughter really could use the same nerfing treatment that a stacked healer team in Secure needs. Maybe, should a party have over 2 caster DPS, their Cometeor's cast-time takes 1.25x times longer to complete.


    One can dream.
    (0)

  4. #4
    Player
    Atreus's Avatar
    Join Date
    May 2011
    Posts
    843
    Character
    Atreus Auditore
    World
    Jenova
    Main Class
    Paladin Lv 100
    Quote Originally Posted by Cidel View Post
    Healer stacking is a huge problem in Secure that could easily be dissuaded by nerfs to HP-restoring spells should a party go over 2 or 3 healers. Such an implementation in Slaughter really isn't deemed necessary (yet).
    They already tackled this. They removed Cleric Stance and stopped Regen and Medica II from stacking. All parties need 2-3 healers. Any more than that is a detriment.
    (0)

  5. #5
    Player Houston009's Avatar
    Join Date
    Sep 2013
    Posts
    575
    Character
    Straigus Rheyist
    World
    Jenova
    Main Class
    Pugilist Lv 81
    So 1WHM and 7SCHs for the ultimate flag baby sitting in secure /o/.
    (0)

  6. #6
    Player
    Atreus's Avatar
    Join Date
    May 2011
    Posts
    843
    Character
    Atreus Auditore
    World
    Jenova
    Main Class
    Paladin Lv 100
    Quote Originally Posted by Houston009 View Post
    So 1WHM and 7SCHs for the ultimate flag baby sitting in secure /o/.
    Here comes the Starstorm!
    (0)

  7. #7
    Player
    Ultimatecalibur's Avatar
    Join Date
    Jan 2014
    Posts
    2,737
    Character
    Kakita Ucalibur
    World
    Siren
    Main Class
    Paladin Lv 86
    Quote Originally Posted by Houston009 View Post
    So 1WHM and 7SCHs for the ultimate flag baby sitting in secure /o/.
    Hold it? Sure. Take it? Fat chance.
    (0)

  8. #8
    Player
    Cidel's Avatar
    Join Date
    Jun 2012
    Location
    Bastok
    Posts
    1,473
    Character
    Cidel Paratonnerre
    World
    Hyperion
    Main Class
    Astrologian Lv 100
    Quote Originally Posted by Atreus View Post
    They already tackled this. They removed Cleric Stance and stopped Regen and Medica II from stacking. All parties need 2-3 healers. Any more than that is a detriment.
    Actually, no.

    The removal of Cleric's stance does nothing in situations where getting and holding a flag is concerned. Only the Regen and Medica II adjustment was the real attempt to solve the problem. Take a party of two healers to go up against a party of 4+ healers. It won't end well for the former. There's even a thread somewhere here showing how much of a concentrated effort it is for a premade group on voice chat to take out a heavily healer-fortified flag. Stacked healers make it an uphill struggle to kill more than a healer or two, much less keep them from raising each other with Divine Breath.

    The only thing detrimental about 4 or more healers is if they're in the B party.
    (1)

  9. #9
    Player
    Geologo's Avatar
    Join Date
    Nov 2013
    Location
    Gridania
    Posts
    472
    Character
    Leinas Kroma
    World
    Ragnarok
    Main Class
    Armorer Lv 90
    Quote Originally Posted by Atreus View Post
    They already tackled this. They removed Cleric Stance and stopped Regen and Medica II from stacking. All parties need 2-3 healers. Any more than that is a detriment.
    Unfortunately it isn't enough :/
    if there are 4 or 5 healers in a party it is almost impossible to take down that party, you will just continue to fight a lot and Caster LB1 won't do anything in that case, LB2 will oneshot them, but man, you know that it need a lot of time to be charged and a huge cohordination to odn't waste it.
    It isn't balanced if you can only kill them with a perfect LB2.

    Remove the Regene stacking up to me was another lazy attempt to fix it, as Cidel said a progressive Mind reduction depending on the healer amount in the party woulded be perfect up tp me, and maybe lower the Regene stacking, making them unstackable :/
    (1)

  10. #10
    Player
    Atreus's Avatar
    Join Date
    May 2011
    Posts
    843
    Character
    Atreus Auditore
    World
    Jenova
    Main Class
    Paladin Lv 100
    Quote Originally Posted by Geologo View Post
    Unfortunately it isn't enough :/
    if there are 4 or 5 healers in a party it is almost impossible to take down that party, you will just continue to fight a lot and Caster LB1 won't do anything in that case, LB2 will oneshot them, but man, you know that it need a lot of time to be charged and a huge cohordination to odn't waste it.
    It isn't balanced if you can only kill them with a perfect LB2.

    Remove the Regene stacking up to me was another lazy attempt to fix it, as Cidel said a progressive Mind reduction depending on the healer amount in the party woulded be perfect up tp me, and maybe lower the Regene stacking, making them unstackable :/
    Running into a team with that many healers is less common than running into a premade (though most groups attempting this are in fact premade, just saying even premades were unlikely to do it). Correct that it does take a good LB2 to take them down, but it doesn't take a coordinated premade to deadlock the team. All you need are 4 players on a flag to keep it from changing any and a team with enough sense to survive (reason #47 that three healers in Secure was a magic number). Healer stacking relies on snatching the flag first and turtling it. Deprive them of taking the flag (even if you keep it neutral) and you effectively render their time wasteful to their GC. Even better if you do get the flag and turtle it on them.

    The solution in Secure wasn't always killing.
    (1)

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