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  1. #1
    Player
    Fuma's Avatar
    Join Date
    Jan 2012
    Location
    Bastok
    Posts
    734
    Character
    Fuma Oyabun
    World
    Sargatanas
    Main Class
    Samurai Lv 90
    Quote Originally Posted by Cynric View Post
    ...
    Yea I agree some of the changes felt more like a knee jerk reaction and not nerfing sleep along with tribind is kinda silly. Personally I feel a single target CC should last 9 secs while the AoE CCs should be 6 secs.
    (2)

  2. #2
    Player
    Cynric's Avatar
    Join Date
    Aug 2013
    Location
    Uldah
    Posts
    1,217
    Character
    Cynric Caliburn
    World
    Cactuar
    Main Class
    Viper Lv 100
    Quote Originally Posted by Fuma View Post
    Yea I agree some of the changes felt more like a knee jerk reaction and not nerfing sleep along with tribind is kinda silly. Personally I feel a single target CC should last 9 secs while the AoE CCs should be 6 secs.
    I agree on that line of thinking. I just feel like the devs haven't sat back and actually looked at each of our PVP toolkits and seen what the jobs are capable of for themselves. If they had , they would have been able to have some sort of uniform balance a long time ago in the original den.


    I feel like they're taking steps in somewhat the right direction, but at the same time they're not actually looking at the bigger picture while taking those steps. While Tri-D(bane)>Fester>Pflare>Dflare was extremely powerful, Tri-Bind was not anymore powerful than sleep. In fact it was less powerful. However Sleep was untouched and Tri-bind received a nerf. This shows to me they were extremely focused on SMN and allowing casters to do more without thinking of the kits of the other jobs.

    I am happy with the casting change to an extent, iffy about the change to medal carriers, though I feel it is a good change, happy about the change to WM/GB for BRD/MCH, and laughing at the fact that a bind was nerfed while sleep remains the same, and disappointed that DRK will now be more or less dead weight for harassing healers on my team, and also amazed that they would push out a change to cast interruption that is buggy and half finished on release.

    Also very disappointed that they have made no mention of their plan for seasonal rewards, premade seasonal rewards, or any data on terrible rating system.
    (1)

  3. #3
    Player
    Delmontyb's Avatar
    Join Date
    Mar 2011
    Location
    Gridania
    Posts
    1,335
    Character
    Brin Zalazar
    World
    Sargatanas
    Main Class
    Conjurer Lv 90
    I played a healer this morning and was able to heal, and move, and while it wasn't a cake walk, being able to get casts off felt great, and while I'll need to spend some more time in the system to get a better feel for it, so far I'm a fan.

    The match I played also seemed more balanced, and a tank with 9 heavy metal stacks was hard to keep up...
    (0)
    Work To Game on YouTube [Guides, and More]...
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  4. #4
    Player
    Cidel's Avatar
    Join Date
    Jun 2012
    Location
    Bastok
    Posts
    1,489
    Character
    Cidel Paratonnerre
    World
    Hyperion
    Main Class
    Astrologian Lv 100
    Hmm, yeah I'm at a loss as to why SMN's bind duration got nerfed; it's not nearly as crippling as Sleep. At least when you're bound you can still potentially function, pending your job, or continue to heal and Esuna/Leeches/ED if you're a healer. Sleep offers no such luxuries. I don't see the correlation between a nerf to a bind spell whilst sleep spells are untouched, aside from the fact that the devs were so focused on toning down SMNs they didn't stop to think there's something worse in regards to crowd control.
    (0)

  5. #5
    Player
    yumeyume's Avatar
    Join Date
    Aug 2013
    Location
    Cactuar
    Posts
    88
    Character
    Yume Yume
    World
    Cactuar
    Main Class
    Arcanist Lv 70
    I think the nerf in smn is getting really ridiculous. I don't understand tribind is nerf. It is the only thing I used to run away from melee. Smn has nothing to protect themselves no slow, no heavy, no sleep, no shield to protect them. We can't even catch eye on eye on ourselves.

    The dots nerf are just way too much. Dragoon and mch also have big burst too why I didn't see them getting nerf. This is like SE penalty people for playing smn. Sleep is OP too. Nerf it.
    (2)

  6. #6
    Player

    Join Date
    Nov 2014
    Posts
    389
    buff to mch sorta makes them braindead lol

    can run up, load procs with rapid fire and then blow someone up at 100% dmg at anywhere below 15m range. sort of braindead (even though i'm the one doing it)
    (1)

  7. #7
    Player
    RiceisNice's Avatar
    Join Date
    Jul 2014
    Posts
    3,514
    Character
    Flo Fyloord
    World
    Famfrit
    Main Class
    Machinist Lv 80
    Quote Originally Posted by Aiurily View Post
    buff to mch sorta makes them braindead lol

    can run up, load procs with rapid fire and then blow someone up at 100% dmg at anywhere below 15m range. sort of braindead (even though i'm the one doing it)

    It's not so much a buff when decent MCHs are already sweet spotting their damage where it matters (bursts) The change to interrupt is a bit of a detriment to BRD and MCH alike since they won't be able to interrupt casts by themselves, and their sustained output outside of bursts (and not using oGCDs like headgraze and blank) is extremely subpar compared to other options (except maybe SMN now, too). And the fact that they still have a damage penalty attacking beyond 15yd, range isn't even an advantage for us anymore.
    (0)
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  8. #8
    Player
    Cynric's Avatar
    Join Date
    Aug 2013
    Location
    Uldah
    Posts
    1,217
    Character
    Cynric Caliburn
    World
    Cactuar
    Main Class
    Viper Lv 100
    Quote Originally Posted by Aiurily View Post
    snip
    Depends on who you're running up on and what they have buff/debuff/utility wise. MCH has a lot of counterplay for it already.(One Ilm Punch,Wither,Slow,Somersault,Purify,Stun During burst,Sleep/Bind/Heavy >Run away,Knockbacks such as BRD pvp skill,fluid aura,shockwave,etc, LoS during burst >heal, well placed heal/esuna/shield)
    While MCH can burst really well it has enough of a telegraph that it can be avoided and requires a bit of setup to get all the way off. A smart player would be able to CC you if they saw you getting that close to them preparing for burst. Lots of jobs can even knock you out of your sweet spot range.

    Basically its just , Good MCH were already able to be this way, they just got more effective at it, but the weakness of being MCH is still there and most MCH players wont be able to take full advantage of this kind of change I think.
    (0)

  9. #9
    Player Iagainsti's Avatar
    Join Date
    Apr 2014
    Location
    Ultimecia's Castle
    Posts
    1,309
    Character
    Iagainsti Kilamanjiro
    World
    Zalera
    Main Class
    Marauder Lv 60
    Quote Originally Posted by Aiurily View Post
    buff to mch sorta makes them braindead lol

    can run up, load procs with rapid fire and then blow someone up at 100% dmg at anywhere below 15m range. sort of braindead (even though i'm the one doing it)
    Sorta, at least in my Burst rotation, my procs are all set up, and I just throw up GB to release that BtE+CS+GR+Rico+SS+CS combo, and spread the Feint till I can switch GB off again. The change, imo, just gives us MCH less to think about while we Burst(damn so busy pressing buttons and checking their HP bar, I didn't check my distance x/ ) and doesn't really change the way the class is played. A good change imo.
    (0)

  10. #10
    Player
    Evangela's Avatar
    Join Date
    Mar 2011
    Location
    グリダニア
    Posts
    4,361
    Character
    Evangela Monterossa
    World
    Balmung
    Main Class
    Ninja Lv 90
    At this point I'm not sure if they play their own game before making these decisions. It's like they'll nerf stuffs that got complained about the most.
    (0)

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