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  1. #271
    Player
    Airget's Avatar
    Join Date
    Mar 2011
    Posts
    2,612
    Character
    Airget Lamh
    World
    Hyperion
    Main Class
    Botanist Lv 100
    I's suggest making the interrupt mechanics more dynamic.

    At least allow casters to gain a buff each time they are interrupted in a manner that is from dmg. So if they are dealt 15% dmg then the next time the melee would have to deal 20%, then 25% then 30% up to 40% but once the caster does get a successful cast off the buff would wear off. But also make this buff last maybe 10 seconds, so it can't be something that they run around with for a few minutes and use to cast a nearly uninterrupted sleep or such.

    I just do think that making it a stagnant 15% may make casters even more of a target because now players would have a known factor to saying, ok if both DD roles focus the caster they will never get a chance to cast. Cause say at 9k HP you only need to deal about 1350 to interrupt them. So if two DD just pummel the poor caster, the caster will never get a chance to cast but if you at least increase the interrupt treshold each time they fail then you at least give them a fighting chance to get out of being ganged up on like that.
    (2)

  2. #272
    Player
    neoxdeciple's Avatar
    Join Date
    Jan 2014
    Location
    Ipswich
    Posts
    108
    Character
    Shiroe Enchanter
    World
    Moogle
    Main Class
    Dark Knight Lv 60
    Thanks for the notification, In regards to their burst damage i wouldn't say it is over powered in the slightest. its justified compared to the little damage they can deal throughout the next min. Ninjas also i would disagree with needing a buff, however with that change in casting interrupts it may be just about right as a ninja can consistently interrupt a healer.

    I like the changes to bard, dark knight and machinist they are little underwhelming when confronted with the feast, a good justified buff.

    Also as far as tanks go with heavy medal. i wouldn't say it was a problem other than when your dealing with a PLD, that defensive wall XD warriors and DRKs tend to melt quite easily at 3 stacks let alone 9.

    I think changing the amount of medals needed to win is a terrible idea. this puts more pressure than their is already on the healer, also, seems a tad unfair as more times than not if your healer dies all four die and its game game. but from what im reading here it would be if 3 people die instead of 4 its game. should be interesting.!

    also i like the time frame of the current match's its enough to buff up and start round two if you had an unlucky start. and considering match's tend to end before the time needed this is enough. if we reduce the time we are getting closer to Fold and that's not something the majority want.

    Also nice to see culling time being more frequent too many games when you never see it.
    (0)

  3. #273
    Player
    nickx's Avatar
    Join Date
    Dec 2013
    Location
    Adder4lyfe
    Posts
    205
    Character
    Calien Nightstalker
    World
    Odin
    Main Class
    Archer Lv 70
    Quote Originally Posted by Naoki_Yoshida View Post
    Hello, everyone. Producer and Director Yoshida here.
    Very happy to see job tuning happening already. Will be providing 4 on 4 Light Party feedback. Thanks!
    (5)

  4. #274
    Player
    Exira's Avatar
    Join Date
    May 2014
    Posts
    221
    Character
    Melania Trump
    World
    Excalibur
    Main Class
    Conjurer Lv 50
    Quote Originally Posted by Naoki_Yoshida View Post
    The adjustments we are planning to make to supply box placement, quantity, and frequency in both 4 on 4 and 8 on 8 matches is for a similar purpose—to further encourage the use of supply kits and make matches more exciting.

    A number of you have made similar requests in the same vein—that we reduce the number of barriers in the center of the arenas to improve line of sight, that we adjust the rate at which adrenaline builds, and so forth. Rest assured that we are carefully considering these suggestions.
    However, to be clear, for patch 3.22, we are only planning to make adjustments to Culling Time for 8 on 8 matches. The aforementioned changes to supply boxes, as well as any potential changes to map barriers, will be made in patch 3.25.
    Please don't touch either of these things. The boxes are making melee damage way too high and it's over all gimmicky. The center of the map is fine and makes you choose between receiving heals or pursuing targets. I can't help but get the feeling that you aren't thinking of competitive 4v4 in the long run.

    Quote Originally Posted by Naoki_Yoshida View Post
    Tanks and Heavy Medal[INDENT]As previously explained, one of our main objectives with these changes is to make matches faster and more dynamic, and so we would like to address the problem that tanks, even when afflicted with Heavy Medal, are more difficult to KO than intended.

    To that end, with patch 3.22, a stack of Heavy Medal will increase damage received by 15% (currently 10%) Furthermore, we will be reducing the medal counts at which players incur another stack of Heavy Medal.
    Good


    Quote Originally Posted by Naoki_Yoshida View Post
    Casting Interruptions and Ranged Physical DPS Penalties[INDENT]A great many players had the following to say about PvPing as casters:
    • It’s too difficult to play as a healer.
    • It’s too hard to cast spells in PvP
    To be fair, healers who join a PvP match for the first time are likely to struggle, as they are frequently targeted and have much greater difficulty casting spells than they would in PvE situations. This situation is further exacerbated by the fact that Sprint does not consume TP in PvP (which beginners may not even be aware of, much less accustomed to), allowing opponents to quickly close the gap and interrupt their casting.

    As previously stated, our aim is to make battles faster and more dynamic. And so, in addition to making supply boxes more useful, we want to reduce the burden currently placed on healers and shift strategies away from, “KO the healer to stop healing” and more towards, “Focus on dealing damage through heals and KO opponents.”
    So you're balancing the game around new healers....? This isn't going to end well. Now Bards aren't going to be able to interrupt anyone without having WM on and likewise for MCH. BLMs and Healer potency just got extremely scary in high level play...


    Quote Originally Posted by Naoki_Yoshida View Post
    To address this issue, from patch 3.22, players under the effect of Wanderer’s Minuet or Gauss Barrel will not suffer damage penalties due to distance. However, please note that these penalties will still apply when these abilities are not in use.
    That's not nearly enough if you're changing spell cast interruption. You're still treating our damage like a support PVE dps yet we share the same role as real dps and our support skills aren't really a valid reason for us to not do full damage. You REALLY need to rethink this.

    Quote Originally Posted by Naoki_Yoshida View Post
    Job-specific Changes[INDENT]Arcanist/Summoner[INDENT]Following the release of Seal Rock, we received a great deal of feedback from players worrying that summoner burst damage might be overpowered. However, we could not evaluate the situation based on data from Seal Rock alone, and so we were not ready to make adjustments until after many players participated in the Feast’s 4 on 4 rated matches. We have since concluded that summoner burst damage is indeed exceedingly high, as well as the total damage dealt over the course of a match via dots.

    To rectify the situation, we will be making significant adjustments to summoner PvP abilities with patch 3.22.
    I hope you mean all of their abilities because their PvP specific abilities aren't the problem at all. SMN needs some real adjustments so happy to see otherwise.

    As I stated in another thread the whole rank system is way to complex for how many players you have and it worries me to see you not address the point gain/loss in ranked as well as the insane grind it takes to get to the higher tiers within a season.

    PLEASE DON'T BALANCE THIS AROUND NEW PLAYERS
    (8)

  5. #275
    Player
    FelixWindwright's Avatar
    Join Date
    Sep 2014
    Posts
    9
    Character
    Fenris Aldersch
    World
    Phoenix
    Main Class
    Summoner Lv 90
    Quote Originally Posted by Naoki_Yoshida View Post
    Hello, everyone. Producer and Director Yoshida here.
    Thank you first for bringing the Feast - my FC and I are thoroughly enjoying it and we are PvE-ers!

    I also agree with the majority of your adjustments. I have often gone in on SMN and literally become a corpse within seconds if our healer is being bugged by Tanks, which is understandable as I really can throw out burst, but has anyone considered a resolution to this being locking direct damage dealing Aetherflow abilities to a shared CD in PvP? it would ultimately solve this "SMN nuke" meta, which is further reinforced by the opposition focusing us meaning we have to resort to it anyway otherwise its a waste of the Aetherflow stack. It would then lower our "notority" in PvP allowing us to play our stacks carefully (as intended) thus allowing for a less "nuke" focused class like BLM already is and instead act as a DoT spreading attrition class, which is what SMN's archtype falls into and should remain. I enjoy SMN in PvE but the current situation is very stressful in PvP on casters/healers which hopefully the new stun/interupt changes will start to remedy.

    I would also oppose making the arena easier by removing barriers as they add much needed cover for said classes above as well as offer fun ways to LoS - it should remain tactical to remove threats and thus i fear removing such obstacles will just encourage some sort of stand off in the middle and who can nuke the others fastest (though possibly could encourage play on lower levels?)

    Again thank you for being so quick with adjustments, just please consider where SMN falls in terms of it's niche/playstyle before firing nerfs on DoT damage, when the clear issue is the ability to expend all your stacks in a matter for a few seconds for cheap kills. SMN damage will ultimately be higher due to Bane but that doesnt always show in "kills" which again I personally believe is what SMN is about - high spread damage with an average single target equivalent.
    (4)
    Last edited by FelixWindwright; 03-16-2016 at 09:44 PM.

  6. #276
    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 Naoki_Yoshida View Post
    If players want to consistently interrupt a player’s casting, they will need to adapt their playstyle and rely more heavily on Stun, Sleep, and Silence.
    /Quits Dark Knight.

    Lets be honest here... Players cannot adapt their playstyle like this... Groups can, groups can adapts so that they have Stun/Sleep/Silence available to counter casters, but individuals? No, and given 4 on 4 - Solo is where the rewards will be... Yeah... An entirely moot point for an adjustment that just further marginalizes not-Paladin, and to top it all off I saw no mention of adjusting how rating works in 4 on 4 - Solo... Meh...

    Don't even get me started on how utterly broken Astrologian is going to be with those interrupt changes... Aspected Benefic might as well be a spammable Surecast now...

    Quote Originally Posted by Naoki_Yoshida View Post
    Job-specific Changes
    Don't tease me with that heading and then only talk about Summoner...

    Seriously, Dark Knight needs an adjustment... It has no real utility. It has no real self healing. DPS is the only thing it can boast, and even then, Warrior can do better... All while not being tied down by MP management... Dark Knight is nothing more than a massive liability... The balance here is atrocious...
    (3)
    Last edited by Nalien; 03-16-2016 at 10:12 PM.

  7. #277
    Player
    MinhSa's Avatar
    Join Date
    Sep 2013
    Posts
    54
    Character
    Jiraiya Sama
    World
    Midgardsormr
    Main Class
    Warrior Lv 90
    Quote Originally Posted by Naoki_Yoshida View Post
    • 1st stack: 150 → 150 10% → 15%
    • 2nd stack: 200 → 170 20% → 30%
    • 3rd stack: 225 → 190 30% → 45%
    • 4th stack: 250 → 200 40% → 60%
    • 5th stack: 260 → 210 50% → 75%
    • 6th stack: 270 → 220 60% → 90%
    • 7th stack: 280 → 230 70% → 105%
    • 8th stack: 290 → 240 80% → 120%
    • 9th stack: 300 → 250 90% → 135%
    DPS limit breaks are going to be even more crazy
    (0)

  8. #278
    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
    Quote Originally Posted by Naoki_Yoshida View Post
    • It’s too difficult to play as a healer.
    • It’s too hard to cast spells in PvP
    Maybe this is little better for SCH and BLM. Is this applied at Seal Rock also?
    (0)

  9. #279
    Player
    Alberel's Avatar
    Join Date
    Aug 2013
    Location
    Gridania
    Posts
    1,852
    Character
    Alberel Lindurst
    World
    Phoenix
    Main Class
    Summoner Lv 70
    Quote Originally Posted by Naoki_Yoshida View Post
    Job-specific Changes
    Arcanist/Summoner
    Following the release of Seal Rock, we received a great deal of feedback from players worrying that summoner burst damage might be overpowered. However, we could not evaluate the situation based on data from Seal Rock alone, and so we were not ready to make adjustments until after many players participated in the Feast’s 4 on 4 rated matches. We have since concluded that summoner burst damage is indeed exceedingly high, as well as the total damage dealt over the course of a match via dots.

    To rectify the situation, we will be making significant adjustments to summoner PvP abilities with patch 3.22.

    I won’t go into the details here, but if you wish to review the specific changes, please refer to the patch notes.

    I should also mention that we have received a great deal of feedback regarding dark knight and ninja, and at the moment we are testing adjustments intended to improve their performance in PvP. These changes are currently planned for patch 3.25, and we ask that you please wait a little longer.
    We will continue to gather your feedback and make adjustments to player matching and other systems in preparation for season one of the Feast, which begins with patch 3.25. While many of these adjustments are prioritized for this patch, if we determine that there are significant balancing issues that must first be addressed, then as previously stated, we may have to delay the official start of season one for one to two weeks.

    We know that PvP is a demanding pastime that not everyone enjoys, and we cannot tell you enough how much we value the feedback you all provide, which helps us to fine tune this content. We hope that you will keep on playing and keep on telling us what you think!
    I sincerely hope you're team is aware that SMN has NOTHING besides that burst damage. If SMNs receive a nerf to burst damage in PvP they will need massive buffs elsewhere to make their sustained damage anywhere equivalent to other jobs. Let's not forget that burst is only once every 60 seconds at best as well, and outside that brief window SMNs are already basically just spamming Tri-Bind and tickling people to annoy them... If you're going to take that burst away then give SMNs back the heal debuff or the heavy on their dots at least.

    I'm also not sure why you're even looking at the total damage done stat. It is a meaningless stat on its own as it is the speed that damage is delivered that determines how effective it is in PvP. Summoners might deal 200-300k+ damage via dots over the course of a fight but it's dealt so slowly that healers can easily just heal through it.

    This also contradicts your desire to move away from a 'focus the healer' meta. The only way people can NOT focus the healer is with burst damage...

    I guess after all the other changes you guys made in Frontlines I just don't trust you to actually know what you're doing.
    (4)

  10. #280
    Player
    Praesul's Avatar
    Join Date
    Jan 2014
    Location
    Ul'Dah
    Posts
    365
    Character
    Praesul Presul
    World
    Balmung
    Main Class
    Warrior Lv 100
    Quote Originally Posted by Alberel View Post
    I'm also not sure why you're even looking at the total damage done stat. It is a meaningless stat on its own as it is the speed that damage is delivered that determines how effective it is in PvP. Summoners might deal 200-300k+ damage via dots over the course of a fight but it's dealt so slowly that healers can easily just heal through it.
    That's not really true. While burst damage is usually the most important, being able to bane buffed DoTs on entire parties put a lot of pressure on the healers. Instead of concentrating on healing themselves or a priority target, they have to aoe heal instead, leaving a single target open for burst. Damage doesn't have to result in a kill to be useful, it can also be used as a tool to apply pressure.

    Honestly the AMOUNT of damage that SMN deals isn't really the problem though, it's how easy and quick it is to do while still being safe. I'd reckon that MCH and DRG can output higher burst, and probably BLM too. But they can't do it without putting themselves at risk due to cast times or having to be in melee range, so it's a tradeoff. SMN gets great burst while at safe distance, and it's all instant cast and can be prepped before an engagement. So it's not really fair.
    (14)

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