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  1. #1
    Player
    Awful's Avatar
    Join Date
    Jul 2015
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    1,280
    Character
    Awful Name
    World
    Faerie
    Main Class
    Dark Knight Lv 100
    I know i'll get a lot of flak for this but Morale should be removed for something like what WoW had for Resilience it'd make grinding for PvP gear harder if people had Morale beforehand which is why it'd be an issue or facing premades trying to rank up. However something needs to be done with the PvP gear as it stands with the materia, both are equally useless and it's very glaring.

    Other ideas people had were to change Morale to add +def/+mag defense that might be an option as well is it makes it something to strive for and helps you in PvP kind of like Resilience. Hopefully the dev team can figure out what they want to do with PvP gear.
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  2. 04-01-2016 07:49 AM

  3. #3
    Player Iagainsti's Avatar
    Join Date
    Apr 2014
    Location
    Ultimecia's Castle
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    1,309
    Character
    Iagainsti Kilamanjiro
    World
    Zalera
    Main Class
    Marauder Lv 60
    Quote Originally Posted by tehomegaking View Post
    , except my warrior now has no heavy/no protection vs CC/no gap closers/very minimal CC on a huge cooldown.
    We didn't need these things before, because we had reliable cast interruption outside of stun, it was balanced to a degree (lets say for 2.0 pvp, 3.0 warrior has been OP since day one).
    The problem prior to the 15% buff to cast interrupts was the ability of any melee, range class able to interrupt casting with a single combo starter(take Warrior due to your example; Spamming just Heavy Swing could shut a caster down. There's no "Balance" in that)

    I throw a bone; Berserk+IR is your caster harasser. using it to burst is the worst thing a Warrior can do imo, which I see a lot of Warriors do, then complain they can't shut down casters. Your Burst is HS+Maim, FullSwing+Infuriate>Fell Cleave>SE. That's it, your DPS classes are suppose to utilize what the amazing opening you just gave them.

    When we talk about your secondary role, Berserk+IR is 20 seconds of caster interrupts. Pop Pushback+Vengeance and half the time you don't need your Purify. If you Brutal Swing, wait for stun to drop, hit Berserk+IR, spamming your SE combo is interrupt city for 20 seconds, brutal swing is back up in 10, you have a fell cleave stocked, and Infuriate is ready in another 10. that's a full minute of caster harassment(replace SE for SP if they're a caster dps, and watch them stroke out.

    the 15% didn't remove a wall, it actually leveled the field.
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  4. #4
    Player
    RiceisNice's Avatar
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    Jul 2014
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    3,514
    Character
    Flo Fyloord
    World
    Famfrit
    Main Class
    Machinist Lv 80
    Quote Originally Posted by Iagainsti View Post
    the 15% didn't remove a wall, it actually leveled the field.
    15% is too high of a wall, most circumstances considered. Ranged dps such as BRD/MCH are essentially poor man's BLM when their casts can't even push the threshold to interrupt (let alone that you're trying to interrupt with a cast time). Having some pieces of vitality renders you next to impossible to interrupt unless the entire enemy team is focusing you (which is already a bit of a meta decider, especially if one team has BOTH a WHM and BLM that knows how to play well), especially when it's in relation to just how powerful some of the casts are (specifically the amount of hp healed from a single cast, and the resulting CC from the cast) and the removal of LoS walls in the arena.

    And this is why you have abilities like surecast and equanimity, but now those abilities are rendered rather moot except for those cases. It;s a line to walk, you don't want casts being interrupted by a finger poke, but you don't want casts going out when you're getting shanked, stabbed and fisted in the face like a target dummy.
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  5. #5
    Player Iagainsti's Avatar
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    Apr 2014
    Location
    Ultimecia's Castle
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    1,309
    Character
    Iagainsti Kilamanjiro
    World
    Zalera
    Main Class
    Marauder Lv 60
    Quote Originally Posted by RiceisNice View Post
    15% is too high of a wall, most circumstances considered. And the removal of LoS walls in the arena.

    And this is why you have abilities like surecast and equanimity, but now those abilities are rendered rather moot except for those cases. It;s a line to walk, you don't want casts being interrupted by a finger poke, but you don't want casts going out when you're getting shanked, stabbed and fisted in the face like a target dummy.
    When I roll on MCH, I have no problem interrupting casts with a proc Clean shot, which is how it should be, again, I shouldn't be able to interrupt casts spamming Feint, which I did constantly before the fix.

    Those walls were not torn down because of Los, like the general consensus seems to deem it. Everyone who's been in feast has to admit the walls surrounding the adrenaline cramped the middle way too much. throw 16 players in there, and it was a cluster eff of name and hp bars.

    Im not going to hinder this thread in debate when we have had admin response. Let's agree to disagree, and keep the input conversation rolling.
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  6. #6
    Player
    RiceisNice's Avatar
    Join Date
    Jul 2014
    Posts
    3,514
    Character
    Flo Fyloord
    World
    Famfrit
    Main Class
    Machinist Lv 80
    Quote Originally Posted by Iagainsti View Post
    When I roll on MCH, I have no problem interrupting casts with a proc Clean shot, which is how it should be, again, I shouldn't be able to interrupt casts spamming Feint, which I did constantly before the fix.
    That's fine, I don't have a problem with the third hit of a combo (or in general, a skill that does enough damage to interrupt, say over 150-170 potency before buffs). However, my point remains and your example doesn't necessarily address that (trying to interrupt with cast times, trying to meet that threshold within a single GCD). You can hold off your combo skills, but melee doesn't have that luxury, and the amount of abilities that do so are far and few inbetween (silences specifically). Like I mentioned before, a cast shouldn't be interrupted by a a sneeze, but it the threshold shouldn't be so high that a BLM can get casts off while a melee is wailing on him (and said BLM is standing still). That's what skills like equanimity and surecast are there for.

    Those walls were not torn down because of Los, like the general consensus seems to deem it. Everyone who's been in feast has to admit the walls surrounding the adrenaline cramped the middle way too much. throw 16 players in there, and it was a cluster eff of name and hp bars.

    As far as developer response was concerned, I definitely feel that the change was in relation to that, though most likely among other things too as you mentioned.


    Quote Originally Posted by Iagainsti View Post
    Im not going to hinder this thread in debate when we have had admin response. Let's agree to disagree, and keep the input conversation rolling.
    That's the point of a discussion like this to get inputs from both sides, but ok.


    Quote Originally Posted by Februs View Post

    It's for that exact reason, though, that I specified Ranked modes for Morale, only. I'm not recommending that Morale players get to face up against non-morale players. I'm recommending that it be implemented specifically in a game mode in which you are faced against other players who are just as committed and interested in winning as you are. Personally, I would love to see Morale returned to it's previous status of directly increasing attack and defense, but if they insist on keeping it an item level thing than the level sync for Ranked modes should also be adjusted (or even flat out removed).
    The problem with removing Ilvl sync is that it can start to get out of control with the numbers, especially if we take morale as is. It could be something like raise the player's level in relation of things like defense, mitigation and accuracy (you deal less damage to someone that's lower level than you). Or a straight % buff to attack, defense and healing. Ideally, you'd get the gear only as you need them (which is usually separated by rank tiers). If you were silver rank, you'd pair with other silver rank, but you're unable to wear gear that only gold or higher than buy, so on and so fourth.
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    Last edited by RiceisNice; 04-02-2016 at 04:16 AM.
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  7. #7
    Player Februs's Avatar
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    Jul 2015
    Location
    Ul'dah
    Posts
    1,927
    Character
    Februs Harrow
    World
    Diabolos
    Main Class
    Paladin Lv 90
    Quote Originally Posted by RiceisNice View Post
    The problem with removing Ilvl sync is that it can start to get out of control with the numbers, especially if we take morale as is. It could be something like raise the player's level in relation of things like defense, mitigation and accuracy (you deal less damage to someone that's lower level than you). Or a straight % buff to attack, defense and healing. Ideally, you'd get the gear only as you need them (which is usually separated by rank tiers). If you were silver rank, you'd pair with other silver rank, but you're unable to wear gear that only gold or higher than buy, so on and so fourth.
    I agree, which is why I favor the previous Morale system that was in place before 2.4. Changing it to an item level increase made sense when they wanted to hinder the importance of Morale by crippling it behind a level sync, but if we're seriously talking about bringing it back then I would very much like to see it restored to it's previous incarnation, or at least something similar. A flat increase to defense and attack power would be much more agreeable and keep things relatively balanced.

    Your idea of scaling the stat bonus with ranking is interesting, but I'm not sure I agree with it or not .... In one way, I get it. Scaling the stat increase depending on seasonal ranking allows for lower ranked players (un-ranked or bronze, etc) to climb ranks easier. They'd stand a much better chance of passing their qualifiers, regardless of if they get stacked against a higher ranked player. That said, on the flip side it could provide an unnecessarily steep difficulty curve to qualifiers as you increase in rank.

    Just because a player is bronze ranked, for example, does not mean that they aren't ungodly good at PvP. Assuming all things are equal between the bronze player and a gold player (Rank 50 with maximized PvP action points and relatively equal in skill), the bronze player would be given a slightly unfair advantage over the gold player, because the gold player would suffer a nerf against them. It could cost them a qualifier simply because they happened to get unluckily matched against a lower seasonal ranked player, especially if both were equipped in morale gear. Because the rank requirement was removed from PvP gear, even if morale was restored everyone would stand an equal chance at getting that stat bonus. Further, ranks reset each season; so, everyone's placed back on equal footing. With that in mind, I think it would probably be better for the Morale stat to apply equally to all players, regardless of seasonal ranking. A flat stat increase that allows for a better min/maxing would make for a level playing field.
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