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  1. #1
    Player
    Petite's Avatar
    Join Date
    Jul 2014
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    373
    Character
    Petite Poutine
    World
    Exodus
    Main Class
    Scholar Lv 90

    10 Controversial adjustments to PvP [Come take a look Zhexos]

    For a long time I thought about doing a post about the things I would really want to see added or changed in PvP because I want to see it improve. I'm sure you know some of them, but I have yet seen a discussion about some others.

    My post was too big for a single thread so I decided to link the Google Doc here:

    https://docs.google.com/document/d/1...it?usp=sharing

    I am open to your feedback and to your ideas. Post them below after the read!
    (0)
    Last edited by Petite; 08-18-2015 at 12:43 PM.

  2. #2
    Player
    Sessurea's Avatar
    Join Date
    Feb 2014
    Posts
    1,242
    Character
    Lanfear Sessurea
    World
    Odin
    Main Class
    Bard Lv 60
    1) Implement duels, balance doesn't matter because duels are about testing rotations etc, Yoshi do this pls D:

    2) Ditch the dumb GC system already

    3) implement GC ow pvp if we must keep this GC system. Participants would have to wear specific gears in order to participate. A use for the stupidly useless pvp gears maybe? People who do not want to pvp completely unaffected ( therefore surely wont bitch and moan at the mere mention of the topic as usual )

    4) implement housing estate pvp ( idk, random cool idea I had, probs tons of potential )

    5) basically for the love of god, implement a pvp that doesn't involve me queueing for an hr....losing interest and exiting game.
    (0)

  3. #3
    Player

    Join Date
    Jun 2014
    Posts
    625
    I dont see any controversial change listed there, aside from that they are all using FL as the balancing point

    I dont quite see how changing tomeliths to the territory capture mechanic would remove randomness, the only thing it would really accomplish would be stopping most roamers being viable after an initial capture
    (0)
    Last edited by CeveArthu; 08-18-2015 at 04:46 PM.

  4. #4
    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 CeveArthu View Post
    I dont quite see how changing tomeliths to the territory capture mechanic would remove randomness[...]
    Agree with u.

    And to OP, don't give damage buff to healer pvp action?
    Tbh you really think that could be problematic?
    even with an attack with 500 potency as healer witout clerci stance u are useless as DPS

    Also I have to admit that I'm not a Machinist or a Bard, but I played a lot of FLs and up to me Bards seems fine, expecially watching at the final result, instead I totally don't know for machinist, or they are low in number compared to other jobs, or they really have problem in FL.
    Wanderes Minuet is a mechanic that u should pop only when u think u will be able to burst someone and u are protected in a good range, even BLM have hard days now cause a constant loss of Line of sight and long cast time or get even more focused when using Ley Lines.
    (0)

  5. #5
    Player
    Petite's Avatar
    Join Date
    Jul 2014
    Posts
    373
    Character
    Petite Poutine
    World
    Exodus
    Main Class
    Scholar Lv 90
    Quote Originally Posted by Geologo View Post
    And to OP, don't give damage buff to healer pvp action?
    Tbh you really think that could be problematic?
    even with an attack with 500 potency as healer witout clerci stance u are useless as DPS
    I don't think you understand. Why would you want to give an upgrade of 50 damage potency to a healer's pvp skill if they can't even use cleric stance?

    Without cleric stance, healer damage is useless. Thus, this is a useless upgrade for healers. I want them to replace that "upgrade" with something that makes more sense.
    (0)

  6. #6
    Player
    RiceisNice's Avatar
    Join Date
    Jul 2014
    Posts
    3,514
    Character
    Flo Fyloord
    World
    Famfrit
    Main Class
    Machinist Lv 80
    I'll just input on what I need to, rather than pointing out and agreeing with no additional comments.

    6. North spawn is literally the worse for this reason. None of their nodes offer any strategic value, and it's very easy for them to get sandwiched by multiple node combination spawns since they're all so close in proximity of another node that could be claimed by the otehr two teams. Cave team has the most strategic value due to the amount of uphill nodes they have and the close proximity of each other for easy defending.

    Oh, and get rid of the goddamned uphill node that's next to the Long Defile. It's utter douchebaggery when you're entering caves and people can snare you from uphill and casters are uncontested

    7. GB/WM needs to remove the damage penalty from range. The whole point of the penalty was so that a bard could not indefinitely kite people at max range and still deal high damage. Having cast time makes them psuedo casters who can't reactively adjust their range to maintain their damage output. In the scope of the example above, you'll never sweetspot your attacks as a MCH/BRD on that uphill node.
    Also I have to admit that I'm not a Machinist or a Bard, but I played a lot of FLs and up to me Bards seems fine, especially watching at the final result, instead I totally don't know for machinist, or they are low in number compared to other jobs, or they really have problem in FL.
    Wanderes Minuet is a mechanic that u should pop only when u think u will be able to burst someone and u are protected in a good range, even BLM have hard days now cause a constant loss of Line of sight and long cast time or get even more focused when using Ley Lines.
    While bard and machinist in their own right has some very insane burst damage, so do other classes. And these come with a ranged penalty so they need to maintain a sweet spot range (giving them a lower effective range than a summoner). Outside of burst, they can turret like a BLM, but they won't do it as well because of again, damage penalty. A BLM you can't really ignore because their spells will hurt you. A MCH or BRD firing at max or melee range won't ever see higher than triple digits on even their highest potency hits, and against a target that's constantly moving, they won't be staying in the sweetspot range for long if they are not reactively adjusting their positioning.


    To add my own, they should rework the hit detection for ranged LB (Terminal Velocity). The way it is right now, it won't hit anyone that's on a different elevation than you. That accounts all the nodes that have a bottle neck entry on an elevation where a caster LB would shine (and deal more damage no less) The effective width of ranged LB is utterly pitiful and having the height difference causing a miss practically renders the distance-range to be moot. It's only really reliable to secure it on someone whose been holmganged (which you, again, can do the same with caster LB for more damage). Did I mentioned that this is the weakest LB damage wise with the least effective range?
    (2)
    Last edited by RiceisNice; 08-19-2015 at 07:59 AM.
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  7. #7
    Player
    Petite's Avatar
    Join Date
    Jul 2014
    Posts
    373
    Character
    Petite Poutine
    World
    Exodus
    Main Class
    Scholar Lv 90
    ^
    I agree. Bards and mch should have their range penalty removed when in wm/gb stance since they basically become pseudo casters at this point.
    (0)

  8. #8
    Player
    Geologo's Avatar
    Join Date
    Nov 2013
    Location
    Gridania
    Posts
    472
    Character
    Leinas Kroma
    World
    Ragnarok
    Main Class
    Armorer Lv 90
    I can't reply in a very competent way like RiceisNice did for BRD/MCH cause my bard is only lv 50, but to be honest watching at the final result bards seems to be a good classes even up to now and more than one time they gave me trouble as all the other classes depending on which classes am I playing.
    If I could "agree" with lowering the ranged damage reduction while in GB or WM I'm totally out thinking to remove it while in that stance, bard is a buff managment class, he can pop all CD and get good damage for few seconds, while in WM it's true that u have cast times, but they are very fast compared to the casters ones and the stance already provide a DPS buff.
    But I think I should have to try it before >.<

    Quote Originally Posted by Petite View Post
    I don't think you understand. Why would you want to give an upgrade of 50 damage potency to a healer's pvp skill if they can't even use cleric stance?

    Without cleric stance, healer damage is useless. Thus, this is a useless upgrade for healers. I want them to replace that "upgrade" with something that makes more sense.
    Yep I misundertood, I took it like "healers you have to heal only", sorry XD
    It is instead a good adjustment (and they shoulded have consideret it while removing CS) considering that they tuned off CS, but anyway as healer there are few times that u could kil someone that ir running away and there I pop all I could do, for that if they dont' mind to give us back CS or something similar, they could instead enhance A LOT the damage that those long cooldown skills make, like making it a 400 potency skill for a decent hit.

    PS. the astrologian skill's damage and upgrade is even more ridiculus ._.
    (0)

  9. #9
    Player
    RiceisNice's Avatar
    Join Date
    Jul 2014
    Posts
    3,514
    Character
    Flo Fyloord
    World
    Famfrit
    Main Class
    Machinist Lv 80
    It's a 50% damage loss whenever you're not in sweet spot range. Even with the bonus, you lose auto attacks and the 50% is applied after all is said and done.
    (0)
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  10. #10
    Player
    Domira's Avatar
    Join Date
    Feb 2012
    Location
    Ul'dah
    Posts
    272
    Character
    Corvus Lament
    World
    Excalibur
    Main Class
    Dark Knight Lv 60
    Nerf push back? Stop attacking the tank. How hard is that?
    (2)

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