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  1. #71
    Player
    Hyrist's Avatar
    Join Date
    Oct 2011
    Location
    Next to a dead Snurble.
    Posts
    1,969
    Character
    Lin Celistine
    World
    Goblin
    Main Class
    Dragoon Lv 90
    Quote Originally Posted by Red_Wolf View Post
    Or... not. Are you not going to use Purify? If so thanks I guess. I get to run away instead of trying to kill you. Wow, I showed you!

    Why do I have to run away as a caster? That is your bias. Melee already have enough advantages. You can attack on the move. You can interrupt while simply using your best burst DPS rotation. A skilled caster should be able to kite and kill you.
    I'm not going to get into a one on one skill opinion debate on you on a team game.

    It is a team game, not much difference than a Moba, and you're arguing that a support should be able to kill the AD carry flat out. No, just no. Play to the game's mechanics or don't play.

    And skilled Caster class (read Summoner or Black Mage), in fact, can kill a Melee one on one. It depends who gets the drop on who first. (obviously it's a lot more complicated than that but you do Catster DPS a discredit to think it's an automatic free kill melee.)

    Quote Originally Posted by TheWaywardWind View Post
    Intentional or not, you confuse rage with disappointment, which only makes me even more disappointed.
    All caps does not infer disappointment, but rage. The disappointment, sir, is mine.
    (0)
    Last edited by Hyrist; 02-06-2015 at 08:39 AM.

  2. #72
    Player
    Atreus's Avatar
    Join Date
    May 2011
    Posts
    836
    Character
    Atreus Auditore
    World
    Jenova
    Main Class
    Paladin Lv 100
    Quote Originally Posted by Hyrist View Post
    snip
    Team deathmatch is forward and to the point, yes, but depth aside, there still isn't a whole lot of reason to bring certain jobs in 72-man.

    Adrenaline's SE's way of speeding the game up. Alright, that's great. Nothing really needs a nerf and everyone has access to their own adrenaline, except they aren't made equal, and here's why:

    Aegis Boon (tank): your party only, not alliance
    Healer adrenaline: your party only, not alliance
    Cometeor: doesn't care what party you're in

    Does it seem like something's a bit favored there? You can read the signs, make the plays, and pop Testudo and Aegis Boon at the perfect time, but your pro play only saves 8. The other 16 are on their own. That's just one reason 24-man Slaughter plays out better. I don't particularly like Adrenaline and think party-based LB was better, but it does have potential to be more balanced.

    Synnovus explained it very well, especially about the lack of incentive to leave the middle.
    (0)
    Last edited by Atreus; 02-06-2015 at 09:38 AM. Reason: Grammar

  3. #73
    Player
    Hyrist's Avatar
    Join Date
    Oct 2011
    Location
    Next to a dead Snurble.
    Posts
    1,969
    Character
    Lin Celistine
    World
    Goblin
    Main Class
    Dragoon Lv 90
    I can respect the perspective (although I don't agree with all of Synnovus's points) and I've already agreed that more incentive can be made. But the commentary about defensive and offensive cooldowns doesn't really make sense - as it takes multiple Cometeors to outright kill a player - As opposed to Raw Destruction which can outright kill a non-vit geared or non-buffed squishy.

    And you can't use those skills to prevent Raw Destruction on an alliance member either (Stun works equally on both types.)

    Again, I did mention that I was more of a problem with people stacking, Cometeor than it is the skill itself. Attacking Cometeor on the basis of the fact that it's an AoE skill is attacking AoE Damage vs AoE healing in its entirety. You can make the exact same argument for Flare, Fire II, Sleep, etc. The problem only becomes profound once you start talking that second and third Cometeor coming down without any ability to evade it due to being CCed for the first. I think the ease of that discouraged class diversity.
    (0)

  4. #74
    Player
    Atreus's Avatar
    Join Date
    May 2011
    Posts
    836
    Character
    Atreus Auditore
    World
    Jenova
    Main Class
    Paladin Lv 100
    Quote Originally Posted by Hyrist View Post
    sofullofsnip
    I mean... you don't have to agree with him, but I'm pretty sure he is part of a premade that's run Slaughter more frequently and successfully than anyone lol. He'd know more than any of us where the incentive is and what works.

    What exactly doesn't make sense? It taking more than one to kill someone isn't the point. CC'ing a crowd (which there are many of) and using them all isn't exactly rocket science. Just saying Cometeors don't care what party the targets are in, so why does Aegis Boon have to?
    (0)

  5. #75
    Player
    DividedSky's Avatar
    Join Date
    Mar 2011
    Location
    Gridania
    Posts
    188
    Character
    Sneak Ers
    World
    Hyperion
    Main Class
    Botanist Lv 50
    Warrior Lb should be AoE Holmgang/invincibility for 10 seconds ... because it would be insanely fun and epic.

    Paladin LB Should Be AoE Knock Back that has the same area range as caster LB to counter any melees trying to LB your team or to really mess with the other team.

    Healer LB should be invincibility for 5 seconds to all allies to counter casters LB.

    Bard LB should be HUGE frontal cone AoE that does 1/3 damage to all enemies and knocks them back.

    Caster LBs can stay the same.

    Melee LBs should instantly one shot if not interupted.
    (0)
    Last edited by DividedSky; 02-06-2015 at 10:20 AM.

  6. #76
    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 Exsequens View Post
    Okay I might be a bit annoyed at that point but to be honest 24man Slaughter is pretty good but 72man is just a cluster fuck.
    Slaughter should only have 48 and 24 man modes, 72 just like you said ends in massive zerg/lagfest that comes close to S rank hunts. So 72/48 for secure and 48/24 for slaughter would be a good start imo.
    (3)

  7. #77
    Player
    Atreus's Avatar
    Join Date
    May 2011
    Posts
    836
    Character
    Atreus Auditore
    World
    Jenova
    Main Class
    Paladin Lv 100
    Quote Originally Posted by Synestra View Post
    Slaughter should only have 48 and 24 man modes, 72 just like you said ends in massive zerg/lagfest that comes close to S rank hunts. So 72/48 for secure and 48/24 for slaughter would be a good start imo.
    thisthisthis
    (1)

  8. #78
    Player
    Synnovus's Avatar
    Join Date
    Feb 2014
    Posts
    22
    Character
    Synnove Slater
    World
    Gilgamesh
    Main Class
    Arcanist Lv 60
    Quote Originally Posted by Hyrist View Post
    - Snip -
    As Atreus said, I run a Gilgamesh Frontlines premade that has been queuing exclusively Slaughter these past two weeks (though there are a few other teams aside from my own) and these are just the impressions we got playing the game.

    Before I launch into my analysis of the current Slaughter dynamic I want to preface this with what I said earlier: the current interaction between Adrenaline and Battle High / Battle Fever is imbalanced. I think removing the Adrenaline generation from Limit Breaks would go a long way towards reducing the amount of meteor showers currently seen in Slaughter. I also believe that the objective timing and/or buffs should be tweaked in some fashion (current opinion as to exactly what is still pending). Having said that...

    Cometeor and Raw Destruction really aren't that bad to deal with. If you spend 12 points into bonus Vitality (PvP Traits), equip a tanking accessory (more than one if you're feeling frisky), and use some 2-star food you can easily survive 2 Cometeors or a single Raw Destruction. A lot of the active PvPers on the Aether data center have caught onto this and it's rare for 2 coordinated Cometeors to wipe out a party. This brings the total to 3 Cometeors in order to successfully guarantee a kill on your targets. That is quite a lot of resources to dedicate to a single instance of damage. Currently there is zero repercussions to dropping this combo on 2 players are you're likely to get the majority of your Adrenaline bar back.

    In the hypothetical situation where you don't get it back, a 3-Cometeor trade for 2 people starts to look a bit wasteful. Teams that spread apart pose a lot of difficult decision making because there are no obvious targets to pick. It makes landing multi-target crowd control more difficult and has less returns if it does succeed. An errant tank with a stun-happy trigger finger, a keen eyed melee with a well timed Shoulder Tackle / Overwhelm / Spineshatter Dive, a Bard with a well placed Blast Shot, or even a well timed counter-sleep from a BLM goes a long way to preventing a team wipe. You only have to interrupt 1 of 3 Cometeors to be successful. All of this is before you start to consider additional shielding, AoE heals, or defensive Limit Breaks from tanks and healers.

    As you sort of touched on, defensive Limit Breaks brings me back to my initial problem with Alliances in general: you are not playing as a single 24-man team but rather 3 individual 8-man teams, this is true for both PvE and PvP. So for tweaking purposes it is easier to approach the 72-man version as either 3 sets of 8v8v8 or 2 sets of 12v12v12, the latter of which I think should be disregarded because of how sloppy Alliance interaction is. If you were to blanket Alliance-wide effects through the Limit Breaks you would probably be looking at a full system redesign.

    In the end, I attribute a lot of the complaints about these abilities to be a result of a developing meta game. People are new to the game mode and they don't know what to look for. In times of panic the default reaction is to huddle together for safety making for crippling Cometeor play. Yes, this is Team Deathmatch but that does not mean your should be tunnel visioning on a single target because you want that kill. I spend a lot of my time calling and marking targets, setting up combos, or throwing out defensive crowd control when a dangerous situation arises.

    Having said that, this all comes from the perspective of a person who is leading a group. I'll be the first to admit I don't know how solo queue games play out as I've never entered Slaughter with less than 2 other teammates and we usually have a very large impact on the games when we are present. If you have any additional insight, especially from a solo queue perspective, I'd love to hear it as it's not something I'm very familiar with. I mean, as an idea I don't think I've ever made a trek down to the Manor/Market/Temple to see the +Damage nodes more than once or twice.
    (0)

  9. #79
    Player
    Atreus's Avatar
    Join Date
    May 2011
    Posts
    836
    Character
    Atreus Auditore
    World
    Jenova
    Main Class
    Paladin Lv 100
    Can't help with the pug perspective, but I can give one from the perspective of my team's tank. It's not the worst thing trying to gauge roughly when the Cometeors are about to start. With a little bit of timing and sometimes luck, you can pop off Aegis Boon and/or Testudo in time for damage control. The disappointing part is that awareness and response won't save the rest of the alliance as I touched on earlier. As you said, alliances are together yet separate. We can't replenish our adrenaline nearly as fast as casters can either.

    We have gone after the Market and Sun Temple nodes a few times. It's... a tough call on whether they are worth it, but we're believing that they are most worthy if the whole alliance commits to it, including B team. Leaving B team at the top alone is just kill-feeding, and they just end up losing the buffs we got for them. So yeah... seems like either you all go for them or you don't.

    EDIT: I do remember a match we were in with your guys. We went to Temple, cleared it out, and noticed you guys and party B were cleaning up everyone at the top. I guess that right there is testament to how worthwhile the side ones really are.
    (0)
    Last edited by Atreus; 02-06-2015 at 12:54 PM.

  10. #80
    Player
    Hyrist's Avatar
    Join Date
    Oct 2011
    Location
    Next to a dead Snurble.
    Posts
    1,969
    Character
    Lin Celistine
    World
    Goblin
    Main Class
    Dragoon Lv 90
    Quote Originally Posted by Synnovus View Post

    In the end, I attribute a lot of the complaints about these abilities to be a result of a developing meta game. People are new to the game mode and they don't know what to look for. In times of panic the default reaction is to huddle together for safety making for crippling Cometeor play. Yes, this is Team Deathmatch but that does not mean your should be tunnel visioning on a single target because you want that kill. I spend a lot of my time calling and marking targets, setting up combos, or throwing out defensive crowd control when a dangerous situation arises.

    Having said that, this all comes from the perspective of a person who is leading a group. I'll be the first to admit I don't know how solo queue games play out as I've never entered Slaughter with less than 2 other teammates and we usually have a very large impact on the games when we are present. If you have any additional insight, especially from a solo queue perspective, I'd love to hear it as it's not something I'm very familiar with. I mean, as an idea I don't think I've ever made a trek down to the Manor/Market/Temple to see the +Damage nodes more than once or twice.
    Actually you and I are in complete agreement, especially in the bolded part. Cometeor only becomes a problem when it is stacked, as seperate entities ,theyre managable.

    Solo queue has its benefits and its problems right now. In terms of queue times, those who are complaining about long queues, I can't duplicate it. A solo queue time for me hasn't exceeded 35 minutes as a solo tank in Frontlines. Most often much shorter than that.

    More than anything, what is lax in solo-que is co-ordination. This may simply be a Maelstrom trait, but even bringing one friend from my FC into PvP I noticed a significant difference in performance of my full party. Helps that I also raid with this individual.Willing healers for Maelstrom is a premium and we often suffer third place finished due to not having any healer in one of our parties.

    Limit Break wise, I was unaware that using LB contributed to Aderenline generation, then again I don't play a DPS of any sort so I wouldn't notice. If this is true, the removal of it should greatly balance its use across the board.

    On objectives, each of the Alphas and I believe the Beta in the center are all worth 15 points a piece, and can sway that phase of the fight. It can easily sway back once the Interceptor comes out, but the team that capture the most of these objectives clinches the game. In games in which these objectives, including the side nodes are successfully controlled (with at least one side node captured) clinch the game before the timer expires. Games in which these nodes are more distributed wind up exhausting the timer or being close.

    So it's not so much the buff but the point value that matters in these side nodes. However, to clinch two of them, you'd need 16 people to successfully co-ordinate and control a neutral objective on two fronts - while at the same time not sacrificing your presence in the middle. That requires thee at least semi-organized teams - not something you're going to accomplish in such a wide open mode. In trade, an organized group holding middle is going to be more sucessful over all because the teamwork is more succinct. Middle holds more point value overall than the sides, and if you can keep the other two teams on tilt, then you can mitigate the effect of the sides.

    What would counter this and provide better incentives to divide the forces into their intended 3 8 man teams would be to have a second wave of side objectives of the same point value a bit before Interceptor spawns.

    The reason for this is the Interceptor is powerful, and teams that are left isolated on the center trying to take it down will be weaker compared to the teams who leave to take the sides. What happens is the side fights, depending on how successful they are will overflow into the center fight. Fresh troops in large groups will pour into a weary battlefield and try to capitalize on the situation. Likewise, the team with more buffs or more points out of the two situation have already mitigated the effects of the additional points this center objective provides.

    But that's just one idea. Right now I'm considering trying to start a Maelstrom LS on Balmung in an effort to organize their grouping effort together. However, from the sound of things it seems like premades are suffering from a longer queue time.
    (0)

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