My winrate has actually dropped a lot since the new update. I heal AST and I went from a 67% winrate to 61.6%
I'm not sure what i'm doing wrong...
My winrate has actually dropped a lot since the new update. I heal AST and I went from a 67% winrate to 61.6%
I'm not sure what i'm doing wrong...
I think I can answer this, the games now require more tactic than before to win. Meaning, highest burst team will not always win thanks to players with "CC" being able to cast without being interrupted. From the few games I played this week, games were lost not because the other team had higher burst, but because they had better coordination, I notice it from my own team from time to time, many have learned not to wake up a sleeping healer when you want to bring an enempy player down.
I think the new update to medals only really affected AST. I touched on this in an earlier post, but by making all players take more damage, they basically made it harder for healers to keep *everyone* alive. This is balanced out for WHM since they can now get Cure II off and whatnot, and probably similarly affected SCH, but AST's toolkit revolved mostly around their instant heal.
This is how I'm understanding what's going on at least.
Is it only me or the BLM's Fire and Blizzard 4 really useless in pvp? Long cast, gated by enochian, rarely to hit people who run.
I kill people with fire IV a lot, it's not always easy to use it because of LoS but it's absolutely doable. And I see other BLMs do it so...
I would like to give some feedback after having played the Feast on multiples jobs;
MNK : Being able to remove all 3 stacks of Aetherflow with one attack is too much, especially for SCH, as it struggles enough already. I'm fine with Retrogradation and Wither to remove all 3 but since it's possible to spam One Ilm Punch or at least to use it regularly, it's too threatening for SCH and SMN to have a big part of their healing/dps so easily shut down. Please make One Ilm Punch remove only one stack of Aetherflow at a time.
SMN : After seeing the recent changes in action, Tri-Bind needs to be restored to 12 sec, this change made little sense. SMN needs a good CC skill since it's a very defenseless class.
I read that the matchmaking actually puts you with people with a lower rank to even things out...I sure hope this isn't true... I see too many people without pvp experience pop in, sure it's only preseason but it completely ruins the fun of pvp, as you want a challenge, not being crushed in 30 sec or crush the others in 30 sec. (Okay crushing people in 30 sec is fun, but not so fun when it happens to you). I reached 1 k points, failed to qualify for Silver rank and deranked to 800... Can't blame it all on others but it's probably a big part of why it happened. I wouldn't mind if the solo queue stays as is for ranking when seasons come out, but at least make 4 vs 4 premades mode count too, that way we can avoid some frustration.
Last edited by NoelNoel; 03-21-2016 at 06:26 AM.
Logging in to point this out as well, basically. Especially the change to Tri-bind. Why was that even necessary? BLM's Sleep remains untouched, and that one prevents any action or movement. Tri-bind only prevents movement, so why was it even nerfed?MNK : Being able to remove all 3 stacks of Aetherflow with one attack is too much, especially for SCH, as it struggles enough already. I'm fine with Retrogradation and Wither to remove all 3 but since it's possible to spam One Ilm Punch or at least to use it regularly, it's too threatening for SCH and SMN to have a big part of their healing/dps so easily shut down. Please make One Ilm Punch remove only one stack of Aetherflow at a time.
SMN : After seeing the recent changes in action, Tri-Bind needs to be restored to 12 sec, this change made little sense. SMN needs a good CC skill since it's a very defenseless class.
Bind also prevents turning, which is just as detrimental to non-healers since they need to be be facing their target. 12 seconds (let alone 6) is way too long for CC in something trying to be as fast paced as this. Though I also agree that it's outrageous that they left BLM and WHM's CC durations alone (especially when BLM also has a bind that's still 12 seconds)
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I tried to be as concise as possible. If I need to be wordy... yes Bind prevents any kind of movement (including turning); while Sleep prevents any action (movement, using skills, everything except Purify). If they're poking one job's CC, they should poke similar CC in other jobs. Otherwise they should leave it alone and just adjust potencies/ticks if the problem was burst DPS.Bind also prevents turning, which is just as detrimental to non-healers since they need to be be facing their target. 12 seconds (let alone 6) is way too long for CC in something trying to be as fast paced as this. Though I also agree that it's outrageous that they left BLM and WHM's CC durations alone (especially when BLM also has a bind that's still 12 seconds)
So when the new ranking system for solo queue is comming as proposed?
Unranked Win 25 / loose 0
Bronze - win 25 / loose -7
Silver - win 25 / loose -15
Gold - win 25 / loose -20
Platinum - win 25 / loose -25?
Diamond - win 25 / loose -25?
The Revised Player Ranking!!!!!!
So say we break actions up into 3 categories; A column would be raw damage/ healing actions(Heavy Swing, Split Shot, Fire IV, Royal Authority etc.) B would be Defensive(Thrill of War, Hallowed Ground, Manawall) and C would be enfeeble, crowd control(Sleep, Full Swing, Head Graze) with each of these columns having a different variable attached to them. Now each time a player inputs those actions, it's recorded, so at the end of the match, that player, for ex. used 300 A, 140 B, and 90 C. Then take that data over a 100-1000 matches from multiple players in each role(Tank, melee, ranged, healer) still taking a win/loss factor as a smaller variable. Theoretically, depending on the class, theses numbers would increase over the course of the matches, and level off the closer you came to the 100-1000 match mark(let's call it the Iggy Curve ;D) and then this is where the win/loss ratio would become more of a defining factor, not at the beginning of how your rating is evaluated. Please point out any holes in this, or constructive critiques on how to improve it, but something like this would allow for a true individual player rating, and still allow new and vetted players alike to be queued together(saving queue times, showing new players how to pvp through example), and your rating wouldn't be hindered by something as silly as just whether it was a win or a loss.
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