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  1. #1
    Player
    Cynric's Avatar
    Join Date
    Aug 2013
    Location
    Uldah
    Posts
    1,220
    Character
    Cynric Caliburn
    World
    Cactuar
    Main Class
    Viper Lv 100
    Quote Originally Posted by Nalien View Post
    snip
    DRK doesn't counter anything well though it's the weakest of the three tanks. It just has a saving grace in being able to interrupt casts with unmend. I agree blindly following a strategy is bad, and you should change up strategy throughout the match anyway. The first plan shouldn't be the only plan. but let's be honest, DRK just really isn't that great compared to the other two tanks. it can hold its own but it will never do what they can. People expect you to though.

    I do agree with what you're saying just. DRK isn't that good period anyway to begin with.
    (0)

  2. #2
    Player
    Nalien's Avatar
    Join Date
    Oct 2012
    Posts
    3,784
    Character
    Taisai Jin
    World
    Twintania
    Main Class
    Lancer Lv 64
    Quote Originally Posted by Cynric View Post
    I do agree with what you're saying just. DRK isn't that good period anyway to begin with.
    Eh, I think it's good, just in a different way. Only problem is the chase and burst potential only really make up for the lack of crowd control utility, something like Clemency is just in a league of its own and Dark Knight just has nothing in comparison...

    The main problem is Paladin and Warrior essentially have a double positive with things like Clemency/Thrill of War; Not only can they support their party, but they require less attention from their healers because they can heal themselves. That frees the healer up to focus on other things. Dark Knight, on the other hand, suffers from a double negative (which doesn't make a positive...); I have no real self healing to speak of, and I can't really do anything to support my party. I require more attention from my healer and offer nothing in exchange for that... I love my burst potential, but compared to what other tanks have this really doesn't seem balanced at all... I think they really need to play up the Drain aspect of the Job... Even if it's just something like changing Tar Pit into an OP Bloodbath, that would mean I can effectively support my party by letting my healer essentially ignore me and focus on everyone else...

    Other than the Drain aspect though, I'd quite like to see the whole sacrifice aspect played up... Something similar to Sole Survivor that you put on allies? Anyone who dies with the effect deals some fairly nasty damage. Perhaps something similar to an instant cast Clemency or Cover equivalent? Rather than healing someone and healing myself though, more of a "Have some of my HP", so I can actively sacrifice my HP to (try and) save someone. That, I think, gives Dark Knight some support without becoming too similar to Paladin or Warrior. All the skills would have some fairly nice synergy, too. Going to die? Pop Sole Survivor II on yourself and toss your last 20% at a party member who needs it. Someone needs a heal? Give them 20% of your HP and pop Tar Pit to recover that HP back.

    Thinking about it, do you think they could incorporate some of the recent new mechanics into PvP skills? The way medals/kits drop, for example... Wouldn't that make for a pretty great set of new PvP skills, or adjustments to existing ones? Why have Malmsight as an utterly worthless piece of crap, when it could instead act as a support skill which drops a buff for a teammate to pick up, which is proportional to the number of enemies spotted (with a cap, of course).
    (0)
    Last edited by Nalien; 03-14-2016 at 11:32 AM.

  3. #3
    Player
    Knahli's Avatar
    Join Date
    Nov 2014
    Location
    Gridania
    Posts
    738
    Character
    K'nahli Yohko
    World
    Balmung
    Main Class
    Bard Lv 89
    Poor BLMs got no love from me then since I thought repeatedly draining their mana was part of their gameplay mechanics. I didn't think it would have been anything remotely desirable *laughs* Maybe from now on in Seal Rock at least, thank you!
    (0)

  4. #4
    Player
    MSnow's Avatar
    Join Date
    Oct 2013
    Posts
    10
    Character
    Kinsara Crescent
    World
    Exodus
    Main Class
    Black Mage Lv 60
    Can you knockback people off the ledges to the lower levels in Feast? Idk why I haven't thought of this before, but for some reason I feel like there's invisible walls or something that prevent this. Anyone have experience testing?
    (0)

  5. #5
    Player
    Knahli's Avatar
    Join Date
    Nov 2014
    Location
    Gridania
    Posts
    738
    Character
    K'nahli Yohko
    World
    Balmung
    Main Class
    Bard Lv 89
    Quote Originally Posted by MSnow View Post
    Can you knockback people off the ledges to the lower levels in Feast? Idk why I haven't thought of this before, but for some reason I feel like there's invisible walls or something that prevent this. Anyone have experience testing?
    Yes, it works perfectly fine. Just mind that there are partial railings on the bridges which will prevent people from falling off.
    (0)

  6. #6
    Player
    Delmontyb's Avatar
    Join Date
    Mar 2011
    Location
    Gridania
    Posts
    1,335
    Character
    Brin Zalazar
    World
    Sargatanas
    Main Class
    Conjurer Lv 90
    1. Can we get better notification (visual) that coins are on the ground?
    2. Can we get a notification of a teammate who picked up said coins?
    3. Can we have some type of icon on the mini map to help point us to coins on the ground?
    4. Can a player with a kill streak be highlighted with fire? As a fun visual, but also to tell the other team. (Just a thought)
    5. Can DRK get a debuff (Mind perhaps) on it's hate building combo? (Wishlist)
    6. Can we get more maps? - Perhaps some set in different areas of the world map.
    (0)
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  7. #7
    Dev Team Naoki_Yoshida's Avatar
    Join Date
    Feb 2011
    Posts
    773
    Hello, everyone. Producer and Director Yoshida here.

    Allow me to thank you all for your feedback on our newest PvP addition, the Feast! I would like to take a moment to talk a little about some adjustments we’re planning to make, based on your comments and on our own experiences playing on the public servers. These adjustments will be made in two installments, starting with patch 3.22, which is scheduled for 3/17 JST, and patch 3.25 (please note that we may make additional changes if we deem them necessary.)

    System Changes
    Match Time Limits
    We’ve received feedback that many players feel both 4 on 4 and 8 on 8 matches go on for too long. Therefore, we will be reducing all match time limits from 10 minutes to 8 minutes with patch 3.22.

    Moreover, we are currently discussing whether or not to adjust the number of medals required for a team to claim victory outright, so any feedback you can provide regarding this topic would be greatly appreciated.
    Improving the Flow of Battle
    Many players have commented that casual 8 on 8 matches can feel stale and boring. Because inexperienced players are more likely to divide their attacks and each team contains two healers, it can be difficult to KO opponents.

    Therefore, in an effort to hasten the flow of battle, we will be making adjustments to Culling Time, as well as the frequency and placement of supply boxes.

    Starting in patch 3.2, players in 8 on 8 matches will be afflicted by Culling Time at the following intervals:
    • 1st stack: 2:00 → 1:00
    • 2nd stack: 2:30 → 1:30
    • 3rd stack: 3:00 → 2:00
    • 4th stack: 3:30 → 2:30
    • 5th stack: 4:30 → 3:00
    We believe this will result in increased KOs and discourage teams from playing defensively to protect a lead.

    The adjustments we are planning to make to supply box placement, quantity, and frequency in both 4 on 4 and 8 on 8 matches is for a similar purpose—to further encourage the use of supply kits and make matches more exciting.

    A number of you have made similar requests in the same vein—that we reduce the number of barriers in the center of the arenas to improve line of sight, that we adjust the rate at which adrenaline builds, and so forth. Rest assured that we are carefully considering these suggestions.

    However, to be clear, for patch 3.22, we are only planning to make adjustments to Culling Time for 8 on 8 matches. The aforementioned changes to supply boxes, as well as any potential changes to map barriers, will be made in patch 3.25.
    Tanks and Heavy Medal
    As previously explained, one of our main objectives with these changes is to make matches faster and more dynamic, and so we would like to address the problem that tanks, even when afflicted with Heavy Medal, are more difficult to KO than intended.

    To that end, with patch 3.22, a stack of Heavy Medal will increase damage received by 15% (currently 10%) Furthermore, we will be reducing the medal counts at which players incur another stack of Heavy Medal.
    • 1st stack: 150 → 150 10% → 15%
    • 2nd stack: 200 → 170 20% → 30%
    • 3rd stack: 225 → 190 30% → 45%
    • 4th stack: 250 → 200 40% → 60%
    • 5th stack: 260 → 210 50% → 75%
    • 6th stack: 270 → 220 60% → 90%
    • 7th stack: 280 → 230 70% → 105%
    • 8th stack: 290 → 240 80% → 120%
    • 9th stack: 300 → 250 90% → 135%
    We believe these changes will help to prevent matches from becoming stale by forcing players to change tactics, as tanks carrying multiple stacks of Heavy Medal will be easier to KO, and teams will be encouraged to distribute their medals among players more equally.
    Casting Interruptions and Ranged Physical DPS Penalties
    A great many players had the following to say about PvPing as casters:
    • It’s too difficult to play as a healer.
    • It’s too hard to cast spells in PvP
    To be fair, healers who join a PvP match for the first time are likely to struggle, as they are frequently targeted and have much greater difficulty casting spells than they would in PvE situations. This situation is further exacerbated by the fact that Sprint does not consume TP in PvP (which beginners may not even be aware of, much less accustomed to), allowing opponents to quickly close the gap and interrupt their casting.

    As previously stated, our aim is to make battles faster and more dynamic. And so, in addition to making supply boxes more useful, we want to reduce the burden currently placed on healers and shift strategies away from, “KO the healer to stop healing” and more towards, “Focus on dealing damage through heals and KO opponents.”

    We have decided to make significant changes to spell casting functionality in order to achieve this goal.
    • Damage received is less than 15% of max HP → Casting succeeds.
    • Damage received is 15% or more of max HP → Casting is interrupted.
    • Sleep/Stun/Silence → Casting is interrupted (no change).
    While these changes will make it easier to interrupt a caster with a series of combo actions or critical hit, it will also prevent casters from being interrupted by anything less than a committed attack. If players want to consistently interrupt a player’s casting, they will need to adapt their playstyle and rely more heavily on Stun, Sleep, and Silence.

    That being said, it was a very difficult decision for us to settle on 15%, so we would greatly appreciate it if you could let us know whether or not you feel this threshold is appropriate.

    Many players also voiced concerns regarding ranged physical DPS classes, like bard and machinist, which currently suffer damage penalties when attacking opponents at significant range.

    To address this issue, from patch 3.22, players under the effect of Wanderer’s Minuet or Gauss Barrel will not suffer damage penalties due to distance. However, please note that these penalties will still apply when these abilities are not in use.

    Job-specific Changes
    Arcanist/Summoner
    Following the release of Seal Rock, we received a great deal of feedback from players worrying that summoner burst damage might be overpowered. However, we could not evaluate the situation based on data from Seal Rock alone, and so we were not ready to make adjustments until after many players participated in the Feast’s 4 on 4 rated matches. We have since concluded that summoner burst damage is indeed exceedingly high, as well as the total damage dealt over the course of a match via dots.

    To rectify the situation, we will be making significant adjustments to summoner PvP abilities with patch 3.22.

    I won’t go into the details here, but if you wish to review the specific changes, please refer to the patch notes.

    I should also mention that we have received a great deal of feedback regarding dark knight and ninja, and at the moment we are testing adjustments intended to improve their performance in PvP. These changes are currently planned for patch 3.25, and we ask that you please wait a little longer.

    We will continue to gather your feedback and make adjustments to player matching and other systems in preparation for season one of the Feast, which begins with patch 3.25. While many of these adjustments are prioritized for this patch, if we determine that there are significant balancing issues that must first be addressed, then as previously stated, we may have to delay the official start of season one for one to two weeks.

    We know that PvP is a demanding pastime that not everyone enjoys, and we cannot tell you enough how much we value the feedback you all provide, which helps us to fine tune this content. We hope that you will keep on playing and keep on telling us what you think!
    (66)

  8. #8
    Player
    nickx's Avatar
    Join Date
    Dec 2013
    Location
    Adder4lyfe
    Posts
    205
    Character
    Calien Nightstalker
    World
    Odin
    Main Class
    Archer Lv 70
    Quote Originally Posted by Naoki_Yoshida View Post
    Hello, everyone. Producer and Director Yoshida here.
    Very happy to see job tuning happening already. Will be providing 4 on 4 Light Party feedback. Thanks!
    (5)

  9. #9
    Player
    Exira's Avatar
    Join Date
    May 2014
    Posts
    221
    Character
    Melania Trump
    World
    Excalibur
    Main Class
    Conjurer Lv 50
    Quote Originally Posted by Naoki_Yoshida View Post
    The adjustments we are planning to make to supply box placement, quantity, and frequency in both 4 on 4 and 8 on 8 matches is for a similar purpose—to further encourage the use of supply kits and make matches more exciting.

    A number of you have made similar requests in the same vein—that we reduce the number of barriers in the center of the arenas to improve line of sight, that we adjust the rate at which adrenaline builds, and so forth. Rest assured that we are carefully considering these suggestions.
    However, to be clear, for patch 3.22, we are only planning to make adjustments to Culling Time for 8 on 8 matches. The aforementioned changes to supply boxes, as well as any potential changes to map barriers, will be made in patch 3.25.
    Please don't touch either of these things. The boxes are making melee damage way too high and it's over all gimmicky. The center of the map is fine and makes you choose between receiving heals or pursuing targets. I can't help but get the feeling that you aren't thinking of competitive 4v4 in the long run.

    Quote Originally Posted by Naoki_Yoshida View Post
    Tanks and Heavy Medal[INDENT]As previously explained, one of our main objectives with these changes is to make matches faster and more dynamic, and so we would like to address the problem that tanks, even when afflicted with Heavy Medal, are more difficult to KO than intended.

    To that end, with patch 3.22, a stack of Heavy Medal will increase damage received by 15% (currently 10%) Furthermore, we will be reducing the medal counts at which players incur another stack of Heavy Medal.
    Good


    Quote Originally Posted by Naoki_Yoshida View Post
    Casting Interruptions and Ranged Physical DPS Penalties[INDENT]A great many players had the following to say about PvPing as casters:
    • It’s too difficult to play as a healer.
    • It’s too hard to cast spells in PvP
    To be fair, healers who join a PvP match for the first time are likely to struggle, as they are frequently targeted and have much greater difficulty casting spells than they would in PvE situations. This situation is further exacerbated by the fact that Sprint does not consume TP in PvP (which beginners may not even be aware of, much less accustomed to), allowing opponents to quickly close the gap and interrupt their casting.

    As previously stated, our aim is to make battles faster and more dynamic. And so, in addition to making supply boxes more useful, we want to reduce the burden currently placed on healers and shift strategies away from, “KO the healer to stop healing” and more towards, “Focus on dealing damage through heals and KO opponents.”
    So you're balancing the game around new healers....? This isn't going to end well. Now Bards aren't going to be able to interrupt anyone without having WM on and likewise for MCH. BLMs and Healer potency just got extremely scary in high level play...


    Quote Originally Posted by Naoki_Yoshida View Post
    To address this issue, from patch 3.22, players under the effect of Wanderer’s Minuet or Gauss Barrel will not suffer damage penalties due to distance. However, please note that these penalties will still apply when these abilities are not in use.
    That's not nearly enough if you're changing spell cast interruption. You're still treating our damage like a support PVE dps yet we share the same role as real dps and our support skills aren't really a valid reason for us to not do full damage. You REALLY need to rethink this.

    Quote Originally Posted by Naoki_Yoshida View Post
    Job-specific Changes[INDENT]Arcanist/Summoner[INDENT]Following the release of Seal Rock, we received a great deal of feedback from players worrying that summoner burst damage might be overpowered. However, we could not evaluate the situation based on data from Seal Rock alone, and so we were not ready to make adjustments until after many players participated in the Feast’s 4 on 4 rated matches. We have since concluded that summoner burst damage is indeed exceedingly high, as well as the total damage dealt over the course of a match via dots.

    To rectify the situation, we will be making significant adjustments to summoner PvP abilities with patch 3.22.
    I hope you mean all of their abilities because their PvP specific abilities aren't the problem at all. SMN needs some real adjustments so happy to see otherwise.

    As I stated in another thread the whole rank system is way to complex for how many players you have and it worries me to see you not address the point gain/loss in ranked as well as the insane grind it takes to get to the higher tiers within a season.

    PLEASE DON'T BALANCE THIS AROUND NEW PLAYERS
    (8)

  10. #10
    Player
    FelixWindwright's Avatar
    Join Date
    Sep 2014
    Posts
    9
    Character
    Fenris Aldersch
    World
    Phoenix
    Main Class
    Summoner Lv 90
    Quote Originally Posted by Naoki_Yoshida View Post
    Hello, everyone. Producer and Director Yoshida here.
    Thank you first for bringing the Feast - my FC and I are thoroughly enjoying it and we are PvE-ers!

    I also agree with the majority of your adjustments. I have often gone in on SMN and literally become a corpse within seconds if our healer is being bugged by Tanks, which is understandable as I really can throw out burst, but has anyone considered a resolution to this being locking direct damage dealing Aetherflow abilities to a shared CD in PvP? it would ultimately solve this "SMN nuke" meta, which is further reinforced by the opposition focusing us meaning we have to resort to it anyway otherwise its a waste of the Aetherflow stack. It would then lower our "notority" in PvP allowing us to play our stacks carefully (as intended) thus allowing for a less "nuke" focused class like BLM already is and instead act as a DoT spreading attrition class, which is what SMN's archtype falls into and should remain. I enjoy SMN in PvE but the current situation is very stressful in PvP on casters/healers which hopefully the new stun/interupt changes will start to remedy.

    I would also oppose making the arena easier by removing barriers as they add much needed cover for said classes above as well as offer fun ways to LoS - it should remain tactical to remove threats and thus i fear removing such obstacles will just encourage some sort of stand off in the middle and who can nuke the others fastest (though possibly could encourage play on lower levels?)

    Again thank you for being so quick with adjustments, just please consider where SMN falls in terms of it's niche/playstyle before firing nerfs on DoT damage, when the clear issue is the ability to expend all your stacks in a matter for a few seconds for cheap kills. SMN damage will ultimately be higher due to Bane but that doesnt always show in "kills" which again I personally believe is what SMN is about - high spread damage with an average single target equivalent.
    (4)
    Last edited by FelixWindwright; 03-16-2016 at 09:44 PM.

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