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  1. #1
    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 Nalien View Post

    When what we should have, IMO, is;

    Paladin - High utility, low DPS.
    Warrior - Mid utility, high DPS.
    Dark Knight - Mid utility, high DPS.
    Fixed it for ya ;D I think both tanks should be aggressive, leaving the paladin to be the more defensive. It was really sad to see my DRK pve tanking partner run some 8v8 with me to lore cap, and after 10 matches, he's like, "Nope." and switched to Warrior.

    Tar pit should have a 3-4sec bind with a dot tick in the aoe(like an anti Sacred Prism), and Carnal Chill should get the Heavy tacked on to the tool tip, along with the MP drain radius to combat has to be shrinked. Just my opinion, but those 3 fixes would definitely increase a DRKs role in the current PVP meta.
    (0)

  2. #2
    Player Februs's Avatar
    Join Date
    Jul 2015
    Location
    Ul'dah
    Posts
    1,927
    Character
    Februs Harrow
    World
    Diabolos
    Main Class
    Paladin Lv 90
    Quote Originally Posted by Iagainsti View Post
    I think both tanks should be aggressive, leaving the paladin to be the more defensive.
    You know, it's funny but some of the most successful matches I've ever had are the ones in which I play Paladin in a completely offensive manner as well. Most people have a full blown panic attack when they see a Pld running anything other than a steady stream of Shield Bashes, but there's a lot to be said for DoT application on that job. Given that half of Pld's kit for party defense is passive (DV/Testudo) they've got a lot of time to play around on the offensive line before they start up on Clemency and Cover (assuming they're even needed). Though, how much play you actually get depends on how self-sufficient your healer is.

    I do agree that both Drk and War should get a slight offensive boost though, to make up for what they that lack in defensive. In my opinion, War's are essentially working as they should. Some of the most horrifying groups to play against are ones with War's, especially if they've got a Nin running as Dps. Drk's, on the other hand, are falling behind. The next patch couldn't come soon enough for them. Personally, I'd still like to see Tar Pit turned into an area denial that binds/heavies as well as DoT's the player who stands in it. It would probably go miles for improving their utility, especially if they dropped it on a supply box or medals.
    (0)

  3. #3
    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 Februs View Post
    You know, it's funny but some of the most successful matches I've ever had are the ones in which I play Paladin in a completely offensive manner as well. Most people have a full blown panic attack when they see a Pld running anything other than a steady stream of Shield Bashes.

    I do agree that both Drk and War should get a slight offensive boost though, to make up for what they that lack in defensive. In my opinion, War's are essentially working as they should. Some of the most horrifying groups to play against are ones with War's, especially if they've got a Nin running as Dps. Drk's, on the other hand, are falling behind. Personally, I'd still like to see Tar Pit turned into an area denial that binds/heavies as well as DoT's the player who stands in it. .
    I bet, Paladins have a very overlooked burst, I just meant that their PVP abilities are more in tune with Protecting the healers/range but once those are blown, I see no reason not to jump into the frontlines and take a opponent out; they have the HP/ CDs to handle it. My post was more about DRK being brought up to Warriors utility/Offense than anything, I agree with tar pit needing a boost, I'd love to see it as the anti-Sacred Prism, a 4 second bind, a dot tick, and if we're wishing here, a 10% damage taken debuff for any opponents within the aoe, the Heavy moved to Carnal Chill. Changes like that might make me lvl a DRK xD.
    (0)

  4. #4
    Player
    fm_fenrir's Avatar
    Join Date
    Jun 2015
    Posts
    255
    Character
    Makasita Fenrir
    World
    Balmung
    Main Class
    Dragoon Lv 60
    Why not go after DRK's magic defense gimmick, like Void Knight from Rift?
    (0)
    #gitgud

    Ongoing mission: Tank everything on DRG. On purpose.

  5. #5
    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 fm_fenrir View Post
    Why not go after DRK's magic defense gimmick, like Void Knight from Rift?
    That would be functionally useless half the time... There are only really two Jobs that would have any real benefit to out of ten... Granted, most Jobs have a few magic based attacks, and healers might drop the odd AoE, but that's not consistent enough to work IMO. If a Black Mage starts casting on me, I'll pop Dark Mind assuming I'll be hit with more casts. If a White Mage just hit me with Assize? Already missed my chance to use Dark Mind...

    Is it even really fair to call magic defense Dark Knights gimmick? OK, we have Dark Mind and Delirium, but that's it... Does two skills, one of which is replaced by Monk, really constitute a gimmick? It's the only thing it has over Warrior or Paladin, sure, but I'd say Dark Knight is much more focused on DPS and Parry, both things Warrior outclasses it on... Other than that, self-healing is where Dark Knight really shines, Grit Souleater is essentially a better version of Inner Beast and DA Abyssal Drain is absolutely amazing... In PvE... In PvP Dark Knights biggest strength is a complete joke, DA Abyssal Drain is garbage worse than Paladin Cure (had its place in Frontlines, though) and Grit Souleater requires Grit, which is bad (losing Blood Weapon is just horrible in so many ways), and the wind-up on it is too long... Tar Pit is a complete and utter joke, I honestly don't know what compelled the developers to make it so weak considering its on a cooldown... That 20~40% damage dealt to HP should be 200~400% if anything... Yes that's an exaggeration, but Tar Pit is stupid... Sole Survivor + Mercy Stroke is amazing, though far from reliable and rarely something I'll get off when I really need it... I honestly find it more useful for getting MP back than as a self-heal...

    Other than that, there is the evasion aspect of the Job, DA Dark Passenger + DA Dark Dance... That's probably the only thing Dark Knight can bring from PvE that actually still works reliably in PvP, though reliable and evasion are not words that go hand in hand... It really is more of a Parry/Evasion tank, rather than magic one... Why we don't have Raw Intuition when we have Reprisal is beyond me... Still, that's a massive 4420MP sunk into maybe dodging some attacks... Something I'd take easier if a large portion my MP recovery wasn't based on taking hits... Christ... For that MP Paladin can pop a massive 2400 potency heal on themselves (and I'm ignoring Divine Veil because this post is already making me put the salt into Salted Earth again...), or 2400 on a party member and 1200 on themselves... I can maybe cause some dodging for 20 seconds... OK Dark Knight has a much easier time recovering MP, but that's still an insane difference...
    (0)
    Last edited by Nalien; 03-23-2016 at 04:01 AM.

  6. #6
    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 Nalien View Post
    That would be functionally useless half the time... There are only really two Jobs that would have any real benefit to out of ten... Granted, most Jobs have a few magic based attacks, and healers might drop the odd AoE, but that's not consistent enough to work IMO. If a Black Mage starts casting on me, I'll pop Dark Mind assuming I'll be hit with more casts. If a White Mage just hit me with Assize? Already missed my chance to use Dark Mind...
    Might want to omit the healer part because there's no cleric stance.
    (0)
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  7. #7
    Player
    NoelNoel's Avatar
    Join Date
    Apr 2012
    Posts
    78
    Character
    N'oeru Harun
    World
    Excalibur
    Main Class
    Thaumaturge Lv 60
    Ideally for SMN I'd like for it to get Tri-disaster to be restored to 12 sec bind. And I find the nerf to their skills inadequate, the complaining has always been "the SMN burst happens too fast and is too easy to execute", which was answered with a senseless nerf to Painflare, Energey Drain and Deathflare. Like, have you ever seen the burst of a DRG, a MCH or a BRD? All 3 have pretty much (when played by people who actually know how to play these) a burst which is not only even more potent but, for DRG, even longer. The only advantage of the SMN burst being that it could be executed every 60 sec (if not halted by a MNK...). Now I dislike being paired with SMNs in 4vs 4 because I find their killing capabilities unreliable. The solution to their burst was imo to simply extend the pvp cooldown of Tri-Disaster to say, 90 sec and give a shared 3-5 sec GCD to all Aetherflow skills (while respecting the normal CD of each). This would have put SMN on a fairer burst page.
    (0)
    Last edited by NoelNoel; 03-24-2016 at 03:33 AM.

  8. #8
    Player
    LunnaRavenheart's Avatar
    Join Date
    Jan 2014
    Posts
    146
    Character
    Lunna Ravenheart
    World
    Ragnarok
    Main Class
    Arcanist Lv 70
    Hi, so when there will be fix for solo 4v4 pvp queue?
    So 90% will not be on bronze but spread more accross, ranks.

    50%+ winrate for silver rank and more is not suitable for solo queue.
    Also better MMR should be implemented.
    (0)

  9. #9
    Community Rep Zhexos's Avatar
    Join Date
    Apr 2015
    Posts
    348
    Greetings,

    During the Japanese PvP stream "Adrenaline Rush TV," Yoshida explained that morale won't take effect inside of the Feast and that the dev. team is having trouble figuring out how they should move forward with the attribute. They also considered removing it entirely. The dev. team is continuing to look into it with thoughts such as making it so morale doesn't directly make players stronger, but does strengthen them in a different matter.

    That said, we would like to hear your comments and suggestions regarding morale so the dev. team can use them as reference.

    Also, we would like to gather any feedback you may have after trying out the changes made in Patch 3.25, so please be sure to send them in as well!
    (13)
    Tony "Zhexos" Caraway - Community Team

  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
    Quote Originally Posted by Zhexos View Post
    Greetings
    Thanks! I'm glad to hear that this is something that is being looked into.

    Original application of Morale was gating for new players, and I understand why the Devs made it irrelevant. Options I've thought of(possibly broken though)

    1) Increases Potency/effects of PVP abilities Only.
    2) While not increasing damage, still increasing damage reduction from opponent player damage like original inception(make it left side gear only; drop from weapons)
    3) Have a scaling reward system similar to the Jumbo Cactpot ticket sales; set the lowest bonus at the amount of Morale an i180 accessory gives with the max being a full set of i205. the bonuses could be something like; ex. 34 Morale: 5% base HP increase. 134 Morale: Stuns/Sleeps/Binds increased by 1 sec. 200 Morale: PVP cooldowns decreased by 10 seconds. 300 Morale: PVP ability potencies increased by 50. Make the bonuses cumulative.
    4) Increase chance of Fenrir drop(ok that's a joke, I'm just out of ideas at the moment xD)


    If option 2 were applied, Interrupt HP standard would need to be lowered, say 10%. currently the damage threshold to interrupt casting is reserved for buffed hits, melee combo finishers at the moment, increased defense from morale would make it unattainable.

    Also, remove the 10 Lore/20 Eso win or lose, and implement 20 Lore/40 Eso for the winning team to avoid AFK PVP; Win/Loss pvp xp and wolf marks are fine where they are though.
    (4)
    Last edited by Iagainsti; 04-02-2016 at 02:12 AM.

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