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  1. #1
    Player
    Koltik's Avatar
    Join Date
    Sep 2013
    Posts
    686
    Character
    Koltik Morrel
    World
    Leviathan
    Main Class
    Pugilist Lv 66
    Quote Originally Posted by PapaSteel View Post
    While I understand that new players shouldn't be at a disadvantage, players who dedicate themselves to pvp - much like pve - would like to see the reeards they get provide incremental improvements to their character.
    I do nothing but PVP in this game. I do not want to destroy new players even more by having a morale advantage. They tried it with WD launch, it failed miserably. When I had full Rank 30 PvP gear I'd destroy anyone who had no morale at all. It was a joke, they had no chance no matter how good they were, and it is a bad system.
    (5)

  2. #2
    Player
    Airget's Avatar
    Join Date
    Mar 2011
    Posts
    2,621
    Character
    Airget Lamh
    World
    Hyperion
    Main Class
    Botanist Lv 100
    Morale could be turned intoa resource that is activated when you use the Universal ability "Morale Boost" Could cost 50 morale for each actions used under that resource and once it's used up it's gone for the rest of that match. So it wouldn't be something you would use right away but rather something you would try to time.

    It could be as simple as let's say "Deal Full Damage from DoT" "Double duration of x ability"

    Or better yet, Have "Morale Buffs" that you can use that alter the effect of abilities based on what's used.

    You could "Morale DoT" "Morale Support" "Morale Melee" and each would do something like, "increase potency/duration of support ability" "Increase DoT potency/reduce timer or straight up deal full dmg without applying DoT" and "Increase dmg of x melee/range action when used, and for mages could just be x spell.
    (2)

  3. #3
    Player
    AlereRaeder's Avatar
    Join Date
    Oct 2013
    Location
    Ul'dah
    Posts
    112
    Character
    Alere Raeder
    World
    Behemoth
    Main Class
    Astrologian Lv 90
    What about Morale lowering your PvP skills cooldowns so that they may be used more often, not directly giving them more power.
    (1)

  4. #4
    Player
    Colorful's Avatar
    Join Date
    Jun 2014
    Posts
    2,408
    Character
    Charlotte Elise
    World
    Kujata
    Main Class
    Ninja Lv 70
    Remove morale entirely, most MMORPGs that strive to have a competitive environment equalize gear or are moving to do so, there's no reason to take a step back. Ranked should be skill based and nothing else, I wouldn't be opposed to seeing it take effect in 8v8 or Frontlines, but even then I don't feel it's needed.
    (0)

  5. #5
    Player
    Mantrus's Avatar
    Join Date
    Oct 2013
    Posts
    60
    Character
    Sieren Windsor
    World
    Cactuar
    Main Class
    Samurai Lv 70
    I'll say this outright: Morale should not give an advantage in combat without a trade-off, no matter if it's to respawns or PvP skill effects or whatnot. No matter how indirect the advantage, it'll still be a net gain and thus be a requirement and another hurdle for new players to overcome. Also it'll limit using Wolf Marks for glamour and make gearing alts a requirement for PvP instead of freely using whatever class you would like without a disadvantage.

    I have two possibilities for Morale, but both aren't exactly optimal. Really it'd just be safer to remove it. Anyway:

    1.) Make Morale take the place of a secondary stat, and let it increase damage mitigation. Right now there are plenty of potency increasing options, but there are no damage mitigation options for classes that aren't tanks. Having a defensive option would add interesting approaches to strategy. The effect of the mitigation doesn't have to be as strong as Morale used to be for Wolves' Den since that was ridiculous, maybe just as effective on average as Parry or around that. The downside is that this would be very strong on healers, since losing secondary stats isn't a very big downside but damage mitigation would be amazing.

    2.) Make Morale take the place of a secondary stat, and let it increase the rate Limit Break increases. This would add very interesting strategical variation. For example, on one hand DPS classes would have less burst from less crit/det/speed, but they would get LB more often for huge advantages in select fights. The downsides would be that the effects of this would be hard to balance without Morale being either the dominant strategy with how game changing it is or completely useless with how infrequent it'd have to be. Also, healers and especially tanks do not have many downsides to losing secondaries but have very much to gain from their LBs.
    (4)

  6. #6
    Player
    Cynric's Avatar
    Join Date
    Aug 2013
    Location
    Uldah
    Posts
    1,224
    Character
    Cynric Caliburn
    World
    Cactuar
    Main Class
    Viper Lv 100
    Just remove morale. If you want to make PVP sets worth more then design better looking sets and weapons.

    Just give us more things to use Wolf Marks on besides armor and useless materia.

    I don't see anything wrong with the Den shops becoming basically Armor Skin / Weapon Skin / Orchestrion Rolls/ maybe materials? Or alternative relic items?

    Maybe make a PVP relic with secondaries that are worth getting or can be customized? Where the items/quest can be obtained through the den shops/ winning matches
    (1)

  7. #7
    Player
    Keramory's Avatar
    Join Date
    Mar 2011
    Posts
    600
    Character
    Lee Keramory
    World
    Famfrit
    Main Class
    Conjurer Lv 100
    Well in some pvp systems they do have a stat like moral and it works well. However if the majority believe this to be unfair, then I'd suggest moral only working for ranked matches.

    Rank should be for serious contenders. Those who put in time and effort into pvp should be rewarded in some fashion. Give a small progression to pvp like pve. I don't understand why it's ok to have to be geared strictly for new pve content but not pvp?

    New to pvp (at 60 of all things)? After a small time doing unranked, get seals and buy pvp to contend with the big leagues. I do want to see pvp gear play a part visually in pvp. I want to see people with gear visuals and be like "woah, this guys been around".

    But maybe we just don't have the player base to suggest progression, which means pvp has even worse problems
    (2)

  8. #8
    Player
    Saige's Avatar
    Join Date
    Dec 2014
    Posts
    17
    Character
    Sage Yvelont
    World
    Balmung
    Main Class
    Culinarian Lv 50
    Morale could do this.

    The more you have, the more likely you are to dodge an incoming attack or spell or resist a spell(enhanced by materia). Cap it at a low % and add diminishing returns for the more you have. This would promote people to experiment and adjust their gearsets to their playstyle and or available gears.

    Allow counter balance from other players morale to lessen this effect. As in if two people are stacking morale, they counter each others effects of dodging attacks and or potency of incoming attacks or duration of debuffs.

    The difference and balance in this theoretical combat would then be, maybe one uses less morale so he misses more on the player stacking morale. In this example the less morale wearing player could instead have gear that promotes crit. So when they do land attacks, they hit harder.

    Effectively what a setup like this would do with proper adjustment for effect of morale for EACH job is tip the scales in the favor of one class over the imperfect balance that is job hierarchy.

    Imperfect balance

    A class beats B class, but B class beats C class, and C class beats A class. By adjusting morale on a individual class basis for its effect, you can effectively cause moments where this scale tips back in the other direction.

    A > B > C > A
    Lets say C is now stacking Morale. Abilities, potency, and evasion are now enhanced, and the traditional B class can no longer beat C hands down. However as a counter balance, C can no longer defeat A, but instead is brought to a level of steep difficultly to still accomplish.

    -----

    Its a given for example, that no matter what a healer caught alone by a ninja or monk is gonna have a bad time.

    Lets have an example,

    the many stuns from a monk stopping a healer.

    With morale, the healer could evade a few stuns or resist with materia enhancing the resist to last longer against the monk, to get a few more heals out and survive longer for teammates to assist.

    Or a Summoner stacks morale and now takes so little damage, but their damage in return is now less. Traditional players will want to take out the glass cannon, but when they find out the glass cannon is now made of iron and shoots 9mm instead of cannonballs, they will have to on the fly rethink their direction of attack.

    In a nutshell, make Morale help players to break the meta. To be creative, to be a tanky ninja that can't kill but confuse other dps long enough for ones team to exploit!
    (2)

  9. #9
    Player
    Caelan's Avatar
    Join Date
    Jun 2012
    Location
    Windurst
    Posts
    43
    Character
    Caelan Ward
    World
    Jenova
    Main Class
    Fisher Lv 70
    remove morale or make it give some kind of cool, purely aesthetic bonus imo. like access to an emote??? or shine??????? idk. basically don't have a stat that does what morale does rn
    (0)

  10. #10
    Player
    Pharazon's Avatar
    Join Date
    Sep 2013
    Posts
    141
    Character
    Pharazon Kensaki
    World
    Gilgamesh
    Main Class
    Conjurer Lv 60

    Consumable Meta Instead

    How about breaking "morale" into two or more consumables? Things like

    Stalwart Elixir
    Reduces incoming damage from players by X%
    Reduces chance to be critically hit by X%
    Duration 1hr Persists through death

    Fleetfoot Draught
    Increase movement speed by X%
    When hit with a ranged attack has X% chance to remove all CC and provide CC immunity for X seconds.
    Duration 1hr Persists through death

    Berserkers Vial
    Increase damage against players by X%
    You deal X damage every X seconds to all players in an X yalm radius. (Includes friendly targets)

    These are just examples of the variety of things that could be added to create flavor while giving everyone access out of the gate. Make them tradeable/sellable and share a 1 hour cooldown. Players who would normally have the resources to buy the gear would have more supply for themselves and to sell, but a new player could still go grab one off the market board to give them relatively even footing.

    If you had enough variety in consumables, strategies and team builds could emerge at higher levels of play.
    (0)
    Youtube Channel: http://www.youtube.com/c/PharazonGaming

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