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  1. #1
    Player
    Vejjiegirl's Avatar
    Join Date
    Feb 2013
    Posts
    1,344
    Character
    Raelynn Lovelace
    World
    Hyperion
    Main Class
    Warrior Lv 90
    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...
    (0)

  2. #2
    Player
    Darkoon's Avatar
    Join Date
    Mar 2011
    Posts
    103
    Character
    Luna Belle
    World
    Ragnarok
    Main Class
    Conjurer Lv 70
    Quote Originally Posted by Vejjiegirl View Post
    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.
    (0)

  3. #3
    Player
    DWolfwood's Avatar
    Join Date
    May 2012
    Posts
    363
    Character
    Dylan Wolfwoodicus
    World
    Goblin
    Main Class
    Warrior Lv 80
    Quote Originally Posted by Vejjiegirl View Post
    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 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.
    (0)

  4. #4
    Player
    Eul's Avatar
    Join Date
    Oct 2014
    Location
    Dodo's Nest
    Posts
    3,169
    Character
    Knot Destroyer
    World
    Asura
    Main Class
    Scholar Lv 90
    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.
    (0)

  5. #5
    Player
    NoelNoel's Avatar
    Join Date
    Apr 2012
    Posts
    78
    Character
    N'oeru Harun
    World
    Excalibur
    Main Class
    Thaumaturge Lv 60
    Quote Originally Posted by Eul View Post
    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.
    (1)
    Last edited by NoelNoel; 03-21-2016 at 06:26 AM.

  6. #6
    Player
    Neuflune's Avatar
    Join Date
    Sep 2013
    Location
    Limsa Lominsa
    Posts
    358
    Character
    Neuflune Mochiko
    World
    Carbuncle
    Main Class
    Summoner Lv 80
    Quote Originally Posted by NoelNoel View Post
    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.
    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?
    (0)

  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 Neuflune View Post
    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?
    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)
    (1)
    ____________________

  8. #8
    Player
    Neuflune's Avatar
    Join Date
    Sep 2013
    Location
    Limsa Lominsa
    Posts
    358
    Character
    Neuflune Mochiko
    World
    Carbuncle
    Main Class
    Summoner Lv 80
    Quote Originally Posted by RiceisNice View Post
    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)
    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.
    (0)

  9. #9
    Player
    LunnaRavenheart's Avatar
    Join Date
    Jan 2014
    Posts
    146
    Character
    Lunna Ravenheart
    World
    Ragnarok
    Main Class
    Arcanist Lv 70
    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?
    (0)

  10. #10
    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
    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.
    (0)

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