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  1. #431
    Player
    Cabalabob's Avatar
    Join Date
    Sep 2013
    Posts
    1,671
    Character
    Gunsa Cabalabob
    World
    Sargatanas
    Main Class
    Arcanist Lv 90
    unless pvp materia is also made relevant I really don't see the point of making morale relevant since pvp gear is unnecessary when it's all capped and doesn't add anything.

    That out of the way, how about making morale effect your respawn time? E.G 10 morale = -1 second off your respawn.

    Would be interesting to get you back in the action faster and makes sense cause having a high morale you'd rally quicker.
    (0)
    Quote Originally Posted by Gilthas View Post
    The anonymity of the internet is what leads people to become jerks online.

    You could make a game where all you did was run through fields of flowers holding hands and you'd still get a guy telling you you're doing it wrong.

    Quote Originally Posted by Mcshiggs View Post
    Everyone knows you skip through fields of flowers holding hands, running noobs need to go back to WoW.

  2. #432
    Player
    Marxam's Avatar
    Join Date
    Aug 2013
    Posts
    2,284
    Character
    Blackiron Tarkus
    World
    Leviathan
    Main Class
    Marauder Lv 90
    Quote Originally Posted by Zhexos View Post
    Greetings
    Quote Originally Posted by DacienLxion View Post
    #1 The 15% Damage from HP to get interrupt Should be changed and made lower like 5% as everyone is using Vitality Accesoiries, healers are not getting interrupted and are freecasting the whole time.
    #2 Do something about the CC from BLM/WHM as only atm games are being won by contstantly sleeping enemy players binding it's too long atm 15/7/3 Seconds for sleep and can only be purified once a 90 seconds.
    #3 Scholar needs a Buff as it still remains one of the useless healers without much peel and relies too much on Aether Flow stacks.
    #4 People are joining The Feast and just Afk /run around naked to earn Lore/Esoterics , it should be added to the winning team only to get tomes.
    I can agree to point #1 and #2 as there is no penalty for wearing vitality accessories. They either need to base the 15% hp threshold only on the left hand side equipment ex. armor/weapon, or increase the penalty of having lower MND/INT by reducing the healing/damage potency of spells.

    I have yet to encounter a tome farmer but I can see how that can be an issue. An option to combat this is to either lower the tome rewards or allow teammates report such behavior who will then be banned from pvp until further notice.
    (0)

  3. #433
    Player
    WhiteAura's Avatar
    Join Date
    Sep 2014
    Posts
    64
    Character
    White Aura
    World
    Hyperion
    Main Class
    Scholar Lv 70
    I like the idea of morale adding more TP/MP. It is still away to add value to the sets without making that a requirement for people that pvp casually. I also agree sleep is still too long.
    (0)

  4. #434
    Player
    kisada's Avatar
    Join Date
    Mar 2011
    Posts
    217
    Character
    Kisada Exis
    World
    Behemoth
    Main Class
    Leatherworker Lv 50
    I posted this in a different thread. I think there will be greater visibility here for devs to check it out. Edited some things as well.

    My feedback for feast with all patches up till now included.

    Casting changes:

    I think it's pretty clear that this is a kneejerk reaction to new players having no real experience/knowhow of how to get casts of in some very fast paced matches. I think the general idea of helping out new players is right, but the application is way off. As mentioned, 15% of a player's HP is a gigantic number, especially when it scales along with vitality accessories. Let me put it this way: as a MNK at Ilvl 209, I wasn't able to hit a training dummy for over 2k (the approximate threshold for a caster in full VIT stat and VIT accessories) unless I hit a good forbidden chakra or tornado kick. When you sync down to 150 then that now becomes an impossibility.

    I understand it gives a chance for those newer players to learn, but now any player who is any good who stacks VIT gear really changes the complexion of the game completely. It is not fun chasing a healer down who looks off any attacks you do as they CC you into oblivion, though that sometimes is part of the game. But it is really not fun having virtually every match time out because healers and casters are often times nigh-invincible tanks.

    I like the bracket idea proposed by petite in the other thread. Lowering caster changes down to 10% HP might help but even then that might be too much. One idea that I think has merit is to allow only for crits to interrupt (though if that were to happen, mnk would need to be nerfed a little bit).


    JOBS:

    MCH/BRD. I think the GB/WM changes were excellent. I think balance-wise MCH seems stronger than BRD because it has more CC. I think brd got a nice buff with farshot but to make it really on par with mch/blm, wanderer's paean CD should be cut down to 30 seconds. Maybe even 25. The job pretty much loses all the utility of its songs and it doesn't have a whole lot of strengths once its initial burst is gone. At the very least mch a lot of CC to contribute when their burst is over. Changing paean to a lower CD would give the job some much needed balance with MCH will giving it more of a unique role.

    SMN: Honestly I saw the SMN nerfs as just caving in to inexperienced players who really didn't understand how to combat SMN. Just look at a recent thread. It's yet ANOTHER player saying SMN's are overpowered yet pretty much most people agree it's been cut down to a very large degree.

    Newer players just don't see all the nuances of the game yet. Take it from me as someone who's played the job extensively: one good healer can put your gameplan to rest and make you a jumping ruin 2 machine. When I saw the nerfs I thought "ok, maybe I can handle painflare nerfed. Maybe deathflare." But then when I saw the nerfs to dot duration, and then tri-bind being cut in half, that was just too much. The changes really neuter the job and make it so you are mostly hardcasting dots over and over and not much else once your aetherflow is used.

    So I think if you HAVE to nerf it, there are some good ideas out there Start with tri-disaster. Make it so those dots are lower durations, but make hard cast dots the normal duration. There is a balance in that when 3 dots are up, they are certainly more threatening, but if you have to take 9 seconds to get them all down, it means you're pretty stationary/vulnerable to interrupt, and during those 9 seconds locked out of doing anything else that's remotely useful.

    One other thing. The smn nerfs appeared to be predicated almost entirely on damage output. But if there's one thing that any experienced player knows, the damage numbers don't exactly tell the whole story of the match, and what actually won or lost the match for you. I'll get back to that at a later point though.

    MNK: My issue is that mnk got a completely unnecessary buff in the somersault potency buff/cd reduction and it's already very strong in PVP. Now the dev team is just handing good mnks carte blanche to run everyone over. If they felt the need to buff it, the potency buff by itself would have been fine. Or maybe adding more potency to axe kick. Anything else really, but the CD reduction on SS is just too much.

    The issue with this is it's indicative of a very strong theme that the devs keep running out: average or casual players don't quite get the ins and outs of the jobs, or they complain instead of spending some diligence in becoming better. As a result, enough of these voices speak up and a job is either gets a ridiculously strong buff (MNK) or a ridiculously strong nerf (SMN). And in the end the same players don't really learn anything about how they are supposed to get better.

    DRK: DRK's recent changes really just shows a gigantic disparity in what the devs think goes in in arena play vs what actually happens and what is actually useful. I'll skip the breakdown of what strengths and roles PLD/WAR get to have, but the short of it is this:

    - DRK doesn't have as good a burst as WAR, and burst is the absolute KING win condition in this mode.
    - DRK has almost no way to protect their teammates from burst the way PLD does.
    - DRK has very little CC.
    - DRK has underwhelming defensive abilities that make it more susceptible if they are designated as the medal carrier.
    - DRK as a result is just a weak melee DPS that contributes almost nothing to a fight, and it really has no defining role in PVP.

    So in 3.25, the dev team basically just gave DRK some higher potencies on their abilities. But that did absolutely nothing to address the issues above. And really the buffs to DRK are symptomatic of a greater issue: Not everything in feast is about pure damage, but the devs seem to think so. You can't just look at aggregate data damage because there are so many different variables and dynamics in each fight that blanket solutions won't actually create balance the way you might want it to.

    You know what WOULD help DRK? Things that have nothing to do with pure potency adjustments. Let certain DRK attacks have CC's attached to them. Maybe add a 5 second heavy effect added to plunge. Let syphon strike steal MP from the player you hit. Or let souleater steal a player's attributes (obviously with a cap on them). Let blood weapon steal TP. Something like that.

    Or make DRK the tank that fights off CC a lot easier than PLD or WAR can. Change plunge to break out of bind or sleeps. Make it so dark mind can do the same thing, or prevent bind/sleep/heavy/stun the way fetter ward can.

    These ideas might not necessarily be good or bad but really it's just the idea that there needs to be something out of the box that gives DRK a defined role, which it currently does not have, and something to make it unique from WAR and PLD. If the dev team wants to look at actual MEANINGFUL data I would highly suggest first looking at the winrates of each job as opposed to blanket data like damage, which again, reveals not nearly enough about a job's intricacies that'd you want to understand for balance.

    Other things:

    1. MM should not exist in solo queue, or if it does it needs to be dampened.

    2. Making new players wet their feet in something like ten 8v8 matches first before doing 4v4 would be an absolute godsend. It is borderline impossible to win a match when the first thing your healer says is "hi this is my first time." One minute behind the gate is not even close to enough time to help a new player out. They need to be learning and it is much easier for them to figure things out in an 8v8 match before they actually try the 4v4 match which is far more unforgiving and a much faster game.

    3. A short, mandatory tutorial would be pretty nice to show players what all their pvp skills do.

    4. This lore match throwing is absurd. I enjoy playing pvp, especially on teams. But today I played about 10 matches and EVERY single one was just a tome throw match. I literally didn't see one team that actually tried, and now I see it as pointless. I'm sure I'm not the only one with a team that feels this way, and I am pretty sure more and more of the legitimate teams will do what I'm doing: withdrawing entirely from a mode that is a waste of time.



    Final thoughts:

    I want PVP to succeed in this game. I really do. But I don't get the feeling that we are on the right track just yet. I hope the dev team can start taking a deeper look into the feedback from players who have extensive PVP experience in ffxiv, and appreciate that feedback more. I myself have played thousands of matches of PVP in FFXIV. And while I don't necessarily think my opinions are always right or wrong, I feel COMPLETELY ignored by the devs. And I feel like many other players who have substantially more experience than I do, with tons of great feedback and suggestions, are also equally ignored. Please don't do this. We aren't suggesting changes so we can have the most overpowered jobs or be the most overpowered players. We want the game to be healthy and to have a healthy competitive balance. We want the game to survive.

    Conversely, I think it's pretty clear that the team listens only to the least experienced players who don't have nearly the same game experience to really see what is happening, and most adjustments are made based on incorrect info, judgments, and faulty premises. If the dev team continues to make changes based on what the newer end of the player spectrum wants vs what the most experienced end wants, the game's balance will be completely out of line for as long as people play it. If we want balance and feedback to work this needs to change.
    (3)
    Last edited by kisada; 03-31-2016 at 10:21 AM.

  5. #435
    Player
    Auditon's Avatar
    Join Date
    Sep 2015
    Posts
    1
    Character
    Audi Alessa
    World
    Excalibur
    Main Class
    Astrologian Lv 60
    Quote Originally Posted by Zhexos View Post
    That said, we would like to hear your comments and suggestions regarding morale so the dev. team can use them as reference.
    To be honest if morale or materia slots will not work in The Feast, or Frontlines, then they should be removed entirely. With the release of The Feast PvP mode Frontline and The Fold queues are virtually non-existent now and since Morale and materia slots on work in one of three PvP modes then why have them anymore since hardly anyone plays it?

    Maybe to compensate the removal of Morale, and materia slots, some stats on PvP gear could be increased or gain the effects of some PvP materia that could scale with PvP rank. An example would be PvP boots could gain the effect of the "Chocobo Down materia" and scale up to a maximum of +15 at PvP rank 50, but start at +2 at PvP rank 1.
    (1)

  6. #436
    Player
    PotatoTree's Avatar
    Join Date
    Apr 2012
    Posts
    706
    Character
    Momoko Tomoko
    World
    Sargatanas
    Main Class
    Miner Lv 100
    Just remove it entirely. Players shouldn't be stronger just because they farmed for a bunch of moral PvP gear.
    (4)
    The tiniest lala.

  7. #437
    Player
    Koltik's Avatar
    Join Date
    Sep 2013
    Posts
    686
    Character
    Koltik Morrel
    World
    Leviathan
    Main Class
    Pugilist Lv 66
    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.
    Agreed. Players new to PvP do not need to be at an even bigger disadvantage than they are now just for being new. There's already a huge learning curve, adding hard-stats that make it even an bigger uphill battle and increase the gap further is not going to help anything.
    (4)

  8. #438
    Player
    PapaSteel's Avatar
    Join Date
    Aug 2013
    Location
    Ul'Dah
    Posts
    249
    Character
    Papa Steel
    World
    Balmung
    Main Class
    Armorer Lv 90
    I'm also heavily in favor of either making PVP materia applicable in all types of pvp content (preferred) or removing it entirely. Likewise with morale, though I feel the latter could have interesting ramifications in future patches as the game becomes more expansive, and it'd be something you'd choose to re-add later if it was removed now.

    PvP gear needs to be more than glamour. While I understand that new players shouldn't be at a disadvantage, players who dedicate themselves to pvp - much like pve - would like to see the reeards they get provide incremental improvements to their character.

    In order to make minimalist changes to morale while still implementing it, I also suggest having it increase tp/mp, or increase the speed at which the Adrenaline bar fills.
    (1)

    http://onionfc.com

  9. #439
    Player
    Airget's Avatar
    Join Date
    Mar 2011
    Posts
    2,612
    Character
    Airget Lamh
    World
    Hyperion
    Main Class
    Botanist Lv 100
    Morale could be turned intoa resource that is activated when you use the Universal ability "Morale Boost" Could cost 50 morale for each actions used under that resource and once it's used up it's gone for the rest of that match. So it wouldn't be something you would use right away but rather something you would try to time.

    It could be as simple as let's say "Deal Full Damage from DoT" "Double duration of x ability"

    Or better yet, Have "Morale Buffs" that you can use that alter the effect of abilities based on what's used.

    You could "Morale DoT" "Morale Support" "Morale Melee" and each would do something like, "increase potency/duration of support ability" "Increase DoT potency/reduce timer or straight up deal full dmg without applying DoT" and "Increase dmg of x melee/range action when used, and for mages could just be x spell.
    (2)

  10. #440
    Player
    HeavenlyArmed's Avatar
    Join Date
    Nov 2013
    Location
    Gridania
    Posts
    174
    Character
    C'thuuko Tohka
    World
    Cactuar
    Main Class
    Lancer Lv 100
    Quote Originally Posted by Zhexos View Post
    Greetings,

    During the Japanese PvP stream "Adrenalin Rush TV," Yoshida explained that morale won't take effect inside of the Feast and that the dev. team is having trouble figuring out how they should move forward with the attribute. They also considered removing it entirely. The dev. team is continuing to look into it with thoughts such as making it so morale doesn't directly make players stronger, but does strengthen them in a different matter.

    That said, we would like to hear your comments and suggestions regarding morale so the dev. team can use them as reference.

    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!
    No time to read the thread to see what people have suggested, but what if for every X amount of Morale a player had they could have an extra point to spend on PvP actions or something along those lines? You'd need to have not many points available this way so it wouldn't be overpowered, and you'd have to find a way to keep those allocations in place when the player isn't wearing that gear, but it'd be something.
    (1)

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