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  1. #11
    Player
    tehomegaking's Avatar
    Join Date
    Dec 2013
    Posts
    159
    Character
    Bird Brush
    World
    Diabolos
    Main Class
    Conjurer Lv 10
    Quote Originally Posted by Zhexos View Post
    [*]4 on 4 - Solo

    regarding 4 on 4 - Solo

    I'm actually really happy with the 4v4 solo mode. I've been playing den since close to the start and I've watched as dozens if not hundreds of players join the den, get steamrolled by premades, and then quit.
    Premades basically killed Wolve's Den back in the day, then the match rankings put the final nail in the coffin... To see both of these problems addressed is very encouraging.
    Yeah, having to deal with random teammates is very, very frustrating at times, but we are all in the same boat and I feel the truly good players can still come out on top as the feast really puts far more control in a good players hands than WD did.

    Regarding gameplay, the sprint change was needed as maintaining your TP and thus sprint time through items/skills was too convoluted for new players. This streamlines it and allows newer players to not be such a burden by lacking the understanding of this once key aspect of gameplay.

    However, I feel the sprint nerf in regards to the time was a little too harsh. Mobility has always been a problem in FF 14's pvp, but sprint alleviated it to a large degree. Meeles really need sprint up during their burst to secure hits or else you can be easily kited, and we also need it for general mobility purposes. As it stands we get 10 seconds of sprint, that's basically 4 GCD's. We need to use this both to get in range and to secure hits. 10 seconds I feel is just cutting it too fine for everything we need it for. Under perfect conditions for a burst, 10 seconds will suffice, but that rarely happens. I think the time should be slightly increased to give us more leeway in what we are able to do during sprint. 13 or 14 seconds should do, maybe even at the expense of a longer cooldown.

    This would be less of a problem if a large portion of gap closers didn't punish you for using them in high level play. Shoulder tackle, Spineshatter Dive and Overwhelm (when spec'd) begin the diminishing returns on stun, which you really never want to do unless absolutely necessary.

    So, in the past, sprint was needed as a gap closer and a means to keep on top of your opponent during burst, yet now we need to do those exact things in half the time? I feel this leads to stagnation and slowed down gameplay, which is something that should be addressed.

    Perhaps slightly increasing sprint time 13/14 seconds (maybe with a longer cooldown), or allow us to spec into skills like with ninja's Overwhelm. Being able to have the option to choose whether or not we want the stun on shoulder tackle/spineshatter as we can with overwhelm would be a godsend.
    (4)
    Last edited by tehomegaking; 03-12-2016 at 06:37 AM.