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  1. #1
    Player
    Andriel's Avatar
    Join Date
    Sep 2013
    Location
    Gridania
    Posts
    94
    Character
    G'andriel Ilythiir
    World
    Ragnarok
    Main Class
    Botanist Lv 60
    Quote Originally Posted by Naoki_Yoshida View Post
    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.
    So I've got the choice between being useless and dealing shit damage? Either get rid of that crap entirely or give it to all ranged classes.
    And that healer buff is only going to result in unkillable astrologians that heal their team so good that those in turn will also be unkillable..

    You had me so far that I was going to stay subscribed now and enjoy this (crappy) PvP while it lasts. Guess I'll have to reconsider.
    (0)

  2. #2
    Player
    Geologo's Avatar
    Join Date
    Nov 2013
    Location
    Gridania
    Posts
    472
    Character
    Leinas Kroma
    World
    Ragnarok
    Main Class
    Armorer Lv 90

    My feedback xD

    Quote Originally Posted by Naoki_Yoshida View Post
    System Changes
    Match Time Limits
    As I read it I was like "NOOO", but from 10 to 8 minutes if for other was a problem to me is a viable adjustment.

    Quote Originally Posted by Naoki_Yoshida View Post
    Improving the Flow of Battle
    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 me is a fine adjustment, even more for 8vs8 than for 4vs4 where maybe the pop should just not be landed on a time basis, but any time someone in you party die the time gap from te next kit drop wil be reduced.

    Quote Originally Posted by Naoki_Yoshida View Post
    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.
    Mh, the adrenaline rush adjustment I think could be problematic, to me the melee LB, the tank one and sometimes the healer one are very viable but the caster LB is a little crappy, if melee can charde 2 or more LB on a match I think it culd be a pain or all will have to wear more than 2 tank jewels, that to me is not the best pattern :/

    For the barriers up to me as heal caster are fien right now and the problems for BLM is not about it, you won't fight always mid and we will have more arenas, I'm waiting for it!


    Quote Originally Posted by Naoki_Yoshida View Post
    Tanks and 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%
    To me this is the pure bad xD
    This does not affect the tank roles but all the roles and I always tought that tanks that think to be able to go on and chase with 9 stacks are just zombies, a melee can really burst them out.
    I would have seen something like 10,11,12,(maybe 13) stack for each 10 medal over 300.


    Quote Originally Posted by Naoki_Yoshida View Post
    Casting Interruptions and Ranged Physical DPS Penalties
    I'm an healer and a BLM, so I could be a little selfish but if it is a great help for healers, maybe not needed, it is very important for BLM.
    To me the true problem is that other classes can take advantages to this too, when they actually are already solid as they are.
    I wonder if this will help SCHs too (I hope), considering for the 15% threshold only the true damage taken and not the damage nullified by the shield+ the damage taken.


    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.
    Actually the MCH has a very high burst and he can pushback, silence/stun, hevy/bind.
    Does he really need this too considering that during burst he can even move freely? :/
    Maybe it have to be adjusted cause they are caster like in that stance, maybe halving the range debuff, but removing it all, could be painful to me.

    Quote Originally Posted by Naoki_Yoshida View Post
    Job-specific Changes
    Arcanist/Summoner
    It was needed for long time and in the next patch SMN received even the Ruin III buff...
    Nerfing a class is always sad for who use it, for that it should have been balanced as soon as possible.
    Now I hope that it would touch the true nature of the problem.
    I would like to see something like a fast shared cooldown between Tridisaster, Energy Drain, Fester, Bane, so people will be able to purify it before the fester/bane land and maybe a nerf to Bane and Deathflare like the other AoEs have for the target our of the first one.


    Quote Originally Posted by Naoki_Yoshida View Post
    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.
    DRK definitively need a "role" in 4vs4, to me their MP drain cause of Darkside have to be adjusted, maybe giving them access to Manadraw too (this shouldn't be the fix, just an improvment).

    I dont' know what to say about ninjas, good ones ca rape casters cause of doublesilence and stun, but I really don't know.

    People make me notice that SCH has a true problem against monks and it make an imbalance so high that you will probably lose if you are a SCH and the MNK is your opponent.
    I suggest to make the SE watch at the most used classes in pvp and to the last ones, and make a tought about them.
    In my datacenter in the last 2 days I have never encoutered a SCH for example :/

    Anyway thank you for the follow up about the current pvp,
    but look and give a definitive answer at the request for rewards for party rankings too, people really love to have it!
    (I'm not into it but the request is very high)
    (1)

  3. #3
    Player
    Amiaze's Avatar
    Join Date
    Sep 2013
    Location
    Gridania
    Posts
    403
    Character
    Genevieve Mhakaracca
    World
    Goblin
    Main Class
    Astrologian Lv 60
    Quote Originally Posted by Naoki_Yoshida View Post
    • 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).
    Thank you for addressing this. People that have not yet healed in PvP situations often don't understand just how easily our spells can be interrupted by attacks of breaking line-of-sight, leading to post-game hostility from players who feel as if the healer(s) failed them. Even with Fending Accessories, I was finding that certain jobs could still interrupt me without too much trouble.

    All the healers I've seen in PvP regularly switch to a DPS job because they grow tired of being harassed by other players after a loss.
    (3)
    Winter Maintenance is coming

  4. #4
    Player
    Aramyth's Avatar
    Join Date
    Mar 2011
    Location
    Gridania
    Posts
    239
    Character
    Ara Myth
    World
    Sargatanas
    Main Class
    Conjurer Lv 80

    Reply

    Quote Originally Posted by Naoki_Yoshida View Post
    Starting in patch 3.2, players in 8 on 8 matches will be afflicted by Culling Time at the following intervals:

    *snip*
    We believe this will result in increased KOs and discourage teams from playing defensively to protect a lead.
    Great, lets add more things to make bad players think they are good.

    Quote Originally Posted by Naoki_Yoshida View Post
    • 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).
    This sounds terrible and useless. Players can't decide to hit for 15% more of a players max HP. Give every player a dedicated PvP interrupt skill and call it a day.
    (2)

  5. #5
    Player
    Airget's Avatar
    Join Date
    Mar 2011
    Posts
    2,612
    Character
    Airget Lamh
    World
    Hyperion
    Main Class
    Botanist Lv 100
    I's suggest making the interrupt mechanics more dynamic.

    At least allow casters to gain a buff each time they are interrupted in a manner that is from dmg. So if they are dealt 15% dmg then the next time the melee would have to deal 20%, then 25% then 30% up to 40% but once the caster does get a successful cast off the buff would wear off. But also make this buff last maybe 10 seconds, so it can't be something that they run around with for a few minutes and use to cast a nearly uninterrupted sleep or such.

    I just do think that making it a stagnant 15% may make casters even more of a target because now players would have a known factor to saying, ok if both DD roles focus the caster they will never get a chance to cast. Cause say at 9k HP you only need to deal about 1350 to interrupt them. So if two DD just pummel the poor caster, the caster will never get a chance to cast but if you at least increase the interrupt treshold each time they fail then you at least give them a fighting chance to get out of being ganged up on like that.
    (2)

  6. #6
    Player
    neoxdeciple's Avatar
    Join Date
    Jan 2014
    Location
    Ipswich
    Posts
    108
    Character
    Shiroe Enchanter
    World
    Moogle
    Main Class
    Dark Knight Lv 60
    Thanks for the notification, In regards to their burst damage i wouldn't say it is over powered in the slightest. its justified compared to the little damage they can deal throughout the next min. Ninjas also i would disagree with needing a buff, however with that change in casting interrupts it may be just about right as a ninja can consistently interrupt a healer.

    I like the changes to bard, dark knight and machinist they are little underwhelming when confronted with the feast, a good justified buff.

    Also as far as tanks go with heavy medal. i wouldn't say it was a problem other than when your dealing with a PLD, that defensive wall XD warriors and DRKs tend to melt quite easily at 3 stacks let alone 9.

    I think changing the amount of medals needed to win is a terrible idea. this puts more pressure than their is already on the healer, also, seems a tad unfair as more times than not if your healer dies all four die and its game game. but from what im reading here it would be if 3 people die instead of 4 its game. should be interesting.!

    also i like the time frame of the current match's its enough to buff up and start round two if you had an unlucky start. and considering match's tend to end before the time needed this is enough. if we reduce the time we are getting closer to Fold and that's not something the majority want.

    Also nice to see culling time being more frequent too many games when you never see it.
    (0)

  7. #7
    Player
    Fuma's Avatar
    Join Date
    Jan 2012
    Location
    Bastok
    Posts
    734
    Character
    Fuma Oyabun
    World
    Sargatanas
    Main Class
    Samurai Lv 90
    I'm really glad this mode is being closely examined and worked on by the dev team. I love it so far, I do think the interrupt idea is a good idea so that way if someone has just left their egi on you you can still get casts off without being interrupted but if pressure is being applied to you it should be harder to get those casts off so I feel 15% sounds fair.
    (0)

  8. #8
    Player
    Pannzy's Avatar
    Join Date
    Mar 2016
    Posts
    4
    Character
    Pannzy Styxx
    World
    Goblin
    Main Class
    Astrologian Lv 60
    I have 2 suggestions for ninja that I personally don't think are too over the top but would help make them as favorable as MNK or DRG.

    The first is the range on Ilm Wind needs tweaked to be increased ever so slightly or the targeting changed so that it will only perform the attack when in range. While latency and client animation may be a factor, I've found that if I'm not right on top of a caster, they're likely not going to be hit by this ability..

    Let me be clear I'm not suggesting this as a PvE change, but for the sake of PvP, I think NIN would benefit from allowing duality attacks to crit. It can be like Dream Within a Dream where each attack has a chance. This would give ninja the potential to have greater burst damage. Because this ability is on a fairly long cooldown comparable to the length of matches coupled with needing a strike to actually crit, I don't think this would be too overpowered. What do others think?
    (0)

  9. #9
    Player
    Pannzy's Avatar
    Join Date
    Mar 2016
    Posts
    4
    Character
    Pannzy Styxx
    World
    Goblin
    Main Class
    Astrologian Lv 60
    For all melee, I wouldn't mind seeing some changes to the melee limit break as well. Given the slow rate of recouperating the adrenaline bar, a missed LB can easily lead to a loss. As things stand, players are almost always immune to stun and bind. Add in people running too far and using LoS and it can be very difficult to actually perform the limit break. This could potentially be addressed by looking at how much of the bar is lost when an LB doesn't connect, but I do feel some tweaking could be done here.
    (2)

  10. #10
    Player
    Tohu's Avatar
    Join Date
    Apr 2014
    Location
    void
    Posts
    37
    Character
    Tohu Bohu
    World
    Shiva
    Main Class
    Black Mage Lv 80
    Quote Originally Posted by Alberel View Post
    [...] If you're going to take that burst away then give SMNs back the heal debuff or the heavy on their dots at least. [...]
    Malady? Still applied with Miasma and Miasma 2.

    Quote Originally Posted by Naoki_Yoshida View Post
    Arcanist/Summoner
    [...]
    Why buff SMN to heavens last few patches and then go back to nerf it hardly? Makes no sense.

    Quote Originally Posted by Naoki_Yoshida View Post
    • It’s too difficult to play as a healer.
    • It’s too hard to cast spells in PvP
    Tbf no good healer complains about mentioned issues. Bad healers won't profit of the changes, wont be much of a change for them.

    In feast I've been playing BLM first (like I did mainly of SR as well), but good teams forced me to switch to SMN. That is not because SMN is so strong, it was because the sustain of Sleep is not good enough against good teams.


    Feast is a nice PVP-Mode but the planned changes are just rash in my eyes.
    (0)

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