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  1. #611
    Player
    Jimjo's Avatar
    Join Date
    Aug 2013
    Location
    Limsa Lomisa
    Posts
    66
    Character
    Jimjo Cetra
    World
    Odin
    Main Class
    Marauder Lv 70
    So... with a few games in today for the season here is my verdict on Feast Solo Que at the moment:

    All the changes that were added are decent. Good Job on that part Square Enix.

    Still I dont feel it. This mode is won by the better healer in 85 % of all the matches. The best way to ensure winning in Solo Que is being an exceptional healer. Being a good DD or Tank on the other hand is nice, but wont influence the outcome of the match as drastically.

    At the end of the season I think the top Solo Que players will mostly be healers for that reason.

    Suggestion: Maybe try to break the rankings up per Job so we dont have the best player per datacenter, but the best player in a specific Job per Datacenter.
    (0)
    Die deutschsprachige Freie Gesellschaft Persistence <<PST>> sucht nach Mitspielern. Bei Interesse meldet Euch im Spiel per /tell Jimjo Cetra.
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  2. #612
    Player
    Cynric's Avatar
    Join Date
    Aug 2013
    Location
    Uldah
    Posts
    1,209
    Character
    Cynric Caliburn
    World
    Cactuar
    Main Class
    Viper Lv 100
    Quote Originally Posted by Jimjo View Post
    snip
    Are rewards still per data center? Welp gg ranking with my job and school. Oh well lol
    (0)

  3. #613
    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 Jimjo View Post
    Suggestion: Maybe try to break the rankings up per Job so we dont have the best player per datacenter, but the best player in a specific Job per Datacenter.
    Yep, been suggesting that for a while now. Not only does it provide more opportunities for rewards, as well as better rewards (Job specific ones, as nice as the gear shown was, it doesn't really fit some Jobs, and I'd much rather see PvP Relics anyway), but it also has a positive impact on Job meta. Doubt it would be too noticeable, but hopefully we'd see a better spread of Jobs, rather than people jumping on the current popular bandwagon, since that just provides more competition for that number 1 spot... Much more balanced way to handle rewards IMO, having different roles compete is just going to make the most important role (Healer) rule the top spot...

    Making it Job based rather than Feast based also allows them to open the ranking up to all forms of PvP... That's just out right better for PvP, rather than queuing for Feast to up your ranking, we could instead have a proper PvP Roulette that makes the Fold, Secure, Slaughter, Seize and Feast relevant... All they'd need to do is standardize everything to have the same scoreboard (add Assists etc.) and rebalance the old stuff to Lv60 and possibly include new mechanics... I think that would be much better for PvP in the long run, frankly I'm sick of this flavour of the month PvP mode crap, have been since Slaughter...
    (3)

  4. #614
    Player
    Cynric's Avatar
    Join Date
    Aug 2013
    Location
    Uldah
    Posts
    1,209
    Character
    Cynric Caliburn
    World
    Cactuar
    Main Class
    Viper Lv 100
    Quote Originally Posted by Nalien View Post
    snip.
    Yeah that'd be a good idea, I'm kind of tired of when one pvp comes out the other ones become basically unplayable due to extremely long queue times. I have a lot of achievements from secure I'm basically almost finished with but it'd be a pain trying to queue those up. Maybe they'll do something like this, they've been kind of listening to us so here's hope. But I definitely don't expect it to happen
    (1)

  5. #615
    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
    Anyone know what this mean? Also the calculation if possible

    The damage required to interrupt casting will now be determined by the caster's item level.
    Following this adjustment, the caster's maximum HP will no longer influence the amount of damage required to interrupt casting.
    (0)

  6. #616
    Player
    Nalien's Avatar
    Join Date
    Oct 2012
    Posts
    3,784
    Character
    Taisai Jin
    World
    Twintania
    Main Class
    Lancer Lv 64
    So, after playing with Dark Knight a bit, the changes are definitely nice. The burst is very nice and Carnal Chill is powerful and frequent enough to have an impact now. Crowd control is the only real issue, one solitary Stun is still a major issue in extended matches...

    I was thinking though, rather than provide an additional Stun, could we not just adjust how Parry works in PvP? I mean, Parry needs an overhaul in general anyway, but it would be nice if Parry was somewhat more reliable in PvP for Reprisal and Low Blows... Heck, quality of life adjustment for Dark Knight in general; Reprisal and Low Blows to also trigger from dodges, since Dark Arts Dark Dance and Dark Arts Dark Passenger are a solid evasion combo...
    (0)

  7. #617
    Player
    AdamZ's Avatar
    Join Date
    Jul 2015
    Posts
    177
    Character
    Adam Zoldyck
    World
    Brynhildr
    Main Class
    Miner Lv 70
    Quote Originally Posted by Eul View Post
    Anyone know what this mean? Also the calculation if possible
    Before the damage needed to be done would have been determine off of % of HP. So if a healer/caster was wearing fending right side they would be sitting at 13K HP ish. Therefore you would need to do 1,950 damage to interrupt a cast. Now it is based off Ilvl assumed HP, i.e. casters actually wearing healing/casting right side pieces. They sit at around 9,500 HP at this, so you need to do 1,425 damage to interrupt no matter what their actual HP is sitting at. Note that before the patch if you had a healer/caster in there normal right side pieces (i.e. 9500 HP) you would need the same damage for interrupt, so this would not change anything.

    The purpose was to not allow for the inflation of the interrupt threshold needed by using fending pieces.
    (1)

  8. #618
    Player
    Delmontyb's Avatar
    Join Date
    Mar 2011
    Location
    Gridania
    Posts
    1,335
    Character
    Brin Zalazar
    World
    Sargatanas
    Main Class
    Conjurer Lv 90
    The changes on casting interrupts seem right (IMO) as a Tank...

    What I would like to see is the damage slows the caster's cast... For example, if hitting the caster, and they are casting a 2 second cast, you could make it take 2.5 seconds, 3, 4... etc... There would be some cut off, so that you couldn't hit them until you stun, or something like that, but a half second or more could make a big different in battle flow.

    Thanks for your time and consideration.
    (0)
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  9. #619
    Player
    Nalien's Avatar
    Join Date
    Oct 2012
    Posts
    3,784
    Character
    Taisai Jin
    World
    Twintania
    Main Class
    Lancer Lv 64
    So I see we still lose rating even if you're down a member and the opposition gets an easy win... That's great...
    (0)

  10. #620
    Player
    xTysonx's Avatar
    Join Date
    Jul 2015
    Posts
    43
    Character
    Fenrisulfr Dazkar
    World
    Malboro
    Main Class
    Machinist Lv 60
    Quote Originally Posted by Nalien View Post
    So I see we still lose rating even if you're down a member and the opposition gets an easy win... That's great...
    That is one of my major gripes about the ranking system [mostly in solo] is that its based on raw wins and that it always feels like you get the short end of the stick with RNG teams. I had someone que for the wrong mode and leave the moment it started, and it was basically get 3v4 or just leave without penalty, regardless the other team got some free points. Meanwhile I'm seeing goods get paired with other goods I know and I'm sitting here with the heal/dps that dies in less than 5s.

    The tacked on LoL system makes me dread every match because the oh so advanced formula is basically 1 win is negated by 2 losses instead of any other real factors.
    (1)
    Last edited by xTysonx; 04-16-2016 at 04:49 AM.

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