it wasn`t realy a challange for us... i just feel like i got farmed...
i would like to have a 4v4 practice mode... just to earn some experience...
it wasn`t realy a challange for us... i just feel like i got farmed...
i would like to have a 4v4 practice mode... just to earn some experience...
yep. introducing skills with gameplay mechanics like these would add a lot of diversity and robustness to the game mode.Seen Sotek? Cos then you might as well have. I generally only post to repeat their opinion, since apparently SE takes issue with people calling them out on paid for extra Retainers when this game really doesn't have adequate inventory space anymore...
Like a reverse Mythril Tempest? Certainly wouldn't mind the extra interrupt skill...
Well, I definitely want this now, it adds a lot more use to the Heavy effect as well since you'd be able to put more distance between people with a drag effect, absolutely amazing for mage LBs too... Now I'm just wondering if SE can actually implement something like that... Void Arks first boss does something similar during one of the phases, so I guess there is a precedent for it, somewhat similar to Holmgang was well, although both those examples also lock people out of moving for a time to actually make the effect noticeable. I wonder how effective it would be on someone who is presumably still moving about... Might need a greater range of effect to be noticeable?
Self healing is still somewhat of an issue though, considering both Paladin and Warrior are OK in that department and can heal other party members too, while Dark Knight can barely heal itself and do absolutely nothing for its party. A well placed Clemency or Thrill of War can really ruin your chances and Dark Knight just doesn't have anything remotely similar. I guess a draw-in Tar Pit on the melee to pull them off the healer, and Carnal Chill on the ranged might be worthwhile, but that still seems somewhat underwhelming.
Last edited by Nalien; 04-18-2016 at 07:00 AM.
Why can't a healer pick up the offensive buff to prevent the enemy team from acquiring it?
Situation was: enemy warrior was destroying a crate, I binded them with Blizzard, stood on top of it and wasn't able to pick it up.
Whichever team destroys the box with majority damage gets the potion. There is no reason to pick up the potion unless you're a dps/WAR because the potion is grayed out for the side that lost the box (unobtainable). You can contribute dmg to the box, but mostly dps fights over it.
If this thread is still being watched for suggestions.... : twice today I had someone DC as we entered, resulting in a loss, there needs to be a kick option after the 1 min where we are locked inside the fences.
Right, this is kind of why i want this with DRK. It goes from a job with no utility to a job where you can combo things with other aoe type jobs. That adds a great deal of value to DRK where it is otherwise at the bottom of the tank totem pole. And i think these kinds of mechanics, as i mentioned before, make for really fun and diverse gameplay whereas the current metagame is "i burst you, you burst me, now let's trade LB's" etc. It's pretty vanilla and unimaginative atm.
And the more of these kinds of mechanics you add to not just drk, but other jobs, the much stronger and healthier the game becomes. Instead of the game devolving to "target this guy all at once, use offensive/defensive buffs/lb's and see who wins" there is now an element of "ok that is an ability we have to now watch out for so we actually have to execute a proper gameplan, or we have to use our calculated judgment in order to win." To me that's the game that i really want to see played in feast.
If i wanna be picky i think a slightly bigger aoe is fine on the ability. The HP absorb is pretty useless and should be replaced with the black hole effect. I wouldn't mind them buffing it even a little bit more at the expense of a longer CD and essentially creating a job "ultimate" ability.
On that tangent, one thing i think the game might want to experiment with (and is something that would REALLY add to gameplay) is to either buff the signature long CD pvp abilities and turn them into "job ultimates." Additionally they could add new skills outright which would true job ultimates while getting rid of LB's, a change i would love to see happen.
I've realized while playing The Feast that for some reason... I seem to get queued up with worse teams in the afternoon, but come night time, my win ratio starts improving. I'm not saying it's a surefire way to improve your points/rank/etc., but it seems that the more serious players are queuing up in the evening and early morning (like around Midnight and a little afterwards).
I've noticed this as well and made the effort to only queue in the late night/early morning
Anyone else think Lore should be removed from Ranked Solo matches? I'm getting frustrated by players who either rarely PVP or flat out come in and state they are only here for Lore. Sometimes it's so blantly obvious they are trying to end the match quickly for the Lore. Capping out isn't a problem. Therefore it should NOT be a part of Ranked matches. We PVP players can do it just like everyone else. Give us something else. Maybe a Tome Specifically for PVP play ONLY?.... PLEASE!
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