Page 45 of 84 FirstFirst ... 35 43 44 45 46 47 55 ... LastLast
Results 441 to 450 of 836
  1. #441
    Player
    Fyce's Avatar
    Join Date
    Oct 2013
    Posts
    1,755
    Character
    Fyce Alvey
    World
    Cerberus
    Main Class
    Summoner Lv 100
    Quote Originally Posted by Zhexos View Post
    [...]we would like to hear your comments and suggestions regarding morale so the dev. team can use them as reference.
    Quote Originally Posted by PotatoTree View Post
    Just remove it entirely. Players shouldn't be stronger just because they farmed for a bunch of moral PvP gear.
    While I don't agree with PotatoTree's reason since the removal of PvP Level restriction on gear, I'm also not keen on having Morale as a PvP stat.

    My reason is beyond the scope of PvP only.
    It's quite simple: If I need a separate set of equipment for each job I want to play in PvP, my inventory will explode.

    So, while having a PvP stat is, in itself, acceptable if made accessible quickly enough (which it is currently), more equipment doesn't fit the current situation of storage overload well acknowledged by the dev' team.
    In short terms: Morale should only be a concern when the inventory capacity issue is resolved. If you can't solve it, then Morale should just be removed entirely.

    ---

    With that being said, if Morale was to make a comeback on the PvP scene, it should only give indirect benefits to the players, which won't help him defeat an opponent without Morale directly.
    There are multiple ways to achieve that:
    - Reduce the death timer (which wouldn't be applicable since 5 sec is already super short. It'd only be viable in Seal Rock).
    - Give back more MP/TP when raising from the spawn area after a death.
    - Increase the amount of Adrenaline given to the player, without making him able to use more personnal Limit Breaks. The player would only get his Adrenaline gauge filled a bit more quickly than the opponent, opening for more timing strategies.
    - Increase damage to the supply boxes.

    Pretty much anything which doesn't affect the damage done by or to the player with Morale. Having a CC reduction is also a big no since CC is a core mechanic in PvP, everyone should be equal on that matter.
    Worded differently, a losing player shouldn't be able to blame his lack of Morale or the high Morale of his opponent for losing.
    (0)

  2. #442
    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)

  3. #443
    Player
    ExLevi's Avatar
    Join Date
    Apr 2015
    Posts
    1
    Character
    Ikki Katsumi
    World
    Balmung
    Main Class
    Arcanist Lv 62
    Quote Originally Posted by Zhexos View Post
    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!
    - Morale.
    Since stats get synced, morale should not be needed. There is no advantage using end game gear over iLvl 150.

    - PvP Actions & Traits.
    At the moment the traits are kinda bad, using 12 points to get 12 of a stat is not really worth it.

    - PvP gear.
    Make it easier to customize the secondary attributes, so there is a reason to use the PvP gear (other than for glamour purposes ).
    One way to do this could be having PvP gear that has only main stat + vit (not the accessories) with 2 materia slots. Adding PvP only materias that cap that stat (purchased for free on the materias NPC?).
    (0)

  4. #444
    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. #445
    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. #446
    Player
    Cynric's Avatar
    Join Date
    Aug 2013
    Location
    Uldah
    Posts
    1,215
    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. #447
    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. #448
    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. #449
    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. #450
    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

Page 45 of 84 FirstFirst ... 35 43 44 45 46 47 55 ... LastLast