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  1. 04-12-2016 06:34 AM

  2. #2
    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 tehomegaking View Post
    Can you please take a look at Mug's self heal? Mug is 140 potency, 50% heal, 90 second cooldown. Bloodbath on Drg/Mnk converts 25% of damage dealt into HP for 15 seconds, 90 second cooldown.
    The already have shadeshift and cross class second wind, you don't need anymore self-survivability espesically in relation to your other tools (such as a ranged bind, an approach skill and a second approach skill that can also work as an escape). Honestly mug in general feels like a wasted skill even in PvE. It's a 90 second oGCD that you use for damage.
    (0)
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  3. #3
    Player
    Dimitrii's Avatar
    Join Date
    Jul 2014
    Posts
    849
    Character
    Knives Stryfe
    World
    Diabolos
    Main Class
    Alchemist Lv 90
    Quote Originally Posted by tehomegaking View Post
    Can you please take a look at Mug's self heal or the skill in general? Mug is 140 potency, 50% heal, 90 second cooldown. Bloodbath on Drg/Mnk converts 25% of damage dealt into HP for 15 seconds, 90 second cooldown.
    What's scary is they might actually listen to you and give you yet another unneeded buff like your overwhelm or a freebie with fetter ward before addressing actual problems like how players are utilizing hide with high medal stacks. Here's hoping they give you your access to bloodbath or a similarly functioning ability to go with your bind, heavy, slow, increased parry rate, increased evasion, dmg nullification of up to 20% of your HP, stun, silence, 40 sec gap closer, shukuchi, and increased movement speed via poison stance toggle >_>
    (5)
    Last edited by Dimitrii; 04-12-2016 at 07:33 AM.

  4. #4
    Player
    Rufalus's Avatar
    Join Date
    Jan 2014
    Location
    Gridania
    Posts
    2,730
    Character
    Lufie Newleaf
    World
    Ragnarok
    Main Class
    Monk Lv 100
    Quote Originally Posted by Dimitrii View Post
    .. before addressing actual problems like how players are utilizing hide with high medal stacks.
    I think this should be one of the highest priority fixes. They could allow hide if the player does not have a heavy medal debuff. Once the player has stacks of heavy medal, hide should no longer function. Even detect isn't a good enough counter due to its range, if we guess incorrectly which side the ninja is hiding, then detect failed to help and is on cooldown.
    (1)

  5. 04-12-2016 11:29 AM

  6. #6
    Player
    Dimitrii's Avatar
    Join Date
    Jul 2014
    Posts
    849
    Character
    Knives Stryfe
    World
    Diabolos
    Main Class
    Alchemist Lv 90
    Quote Originally Posted by tehomegaking View Post
    Don't put words in my mouth. I never asked for additional self heals comparable to blood bath.
    You brought up bloodbath buddy not me. Maybe don't include useless information in your post if it has nothing to do with your post in the first place? You were drawing comparisons between mug and bloodbath and then wanna backtrack you dont want mug to have similar healing potencies like wtf why bother mentioning bloodbath in the first place then? You still have recouperate and access to second wind not to mention shadeshift. Bloodbath isn't gonna be the ability that you're gonna be like "oh sh*t imma die let me pop bloodbath to survive this." Mug is just an ogcd damage ability thats supposed to give you extra chance at additional items if your farming mats or something outside. A treasure hunter ripoff from XI basically with the added bonus that it does dmg. The healing part is just some tacked on nonsense that doesnt even sound like it should be included in the ability in the first place so maybe if it didn't have the healing part at all you would feel better? Haymaker doesnt make much sense either you gonna lobby to change that as well? Maybe Dark Passenger too?

    Quote Originally Posted by tehomegaking View Post
    Like when Dragoon was the best den meele and then got buffed out the absolute ass?
    It was wrong then and they did it anyway so why not repeat it basically is what you are saying? Sorry I dont agree with this logic.


    Quote Originally Posted by tehomegaking View Post
    Like when Monk could barely function in den due to pitiful greased lightning time, which would be lost over and over, and no real gap closer (shoulder tackler only useable from ridiculous distance), you mean actual problems like this that weren't addressed for over a year while dragoon got a plethora of buffs when it was already in a great place?
    Again it was stupid then, and yet you wanna go ahead and repeat that? For what purpose? As some sort of reparation? I guess your reasoning would be:

    Monk was crap for a while and we feel bad so lets go and buff them even further now even though we already fixed its previous problems (and even though they dont need further buffs to be in line with the other melee) just as reparation for all the suffering they endured in the past.

    That's how it works now lol? Continue to ignore bigger problems to "fix" an ability (mug) who's main application when developed was likely to imitate treasure hunter for mat farmers and not to be some incredibly useful pvp ability? Yeah, no. FFXIV is not the place to start practicing affirmative action policies. Not every ability in the game is gonna be incredibly useful. Believe it or not some are just niche abilities.
    (2)
    Last edited by Dimitrii; 04-12-2016 at 03:49 PM.

  7. #7
    Player
    Nalien's Avatar
    Join Date
    Oct 2012
    Posts
    3,784
    Character
    Taisai Jin
    World
    Twintania
    Main Class
    Lancer Lv 64
    So can I rant about Dark Knight again yet?

    Quote Originally Posted by Naoki_Yoshida View Post
    Tar Pit should now function as a self-preservation technique, and Carnal Chill as a way to quickly lower the damage dealing capabilities of opponents. Also, while Carnal Chill’s duration has been shortened, recast times for these abilities have been reduced, which should enable players to employ them more effectively. These changes are intended to make dark knight function as a tank that can protect himself and his allies through debuffs and health absorption.
    Because this isn't good enough. The self heal on Tar Pit, I mean. It still doesn't function like that, why? Because it's a drain, it converts damage dealt into HP, which means its a self heal that can be entirely blocked. In an ideal situation, it heals ~1k per target, and some smart placement can usually result in that meaning 3k (more if boxes/pets are involved). Since it's a drain though, a shield can completely and utterly derail that. You need a self heal in an emergency, if you have to worry about clearing everyones shield first (and if you're against a Astrologian just say goodnight) then it's not going to do anything in time. Tar Pit isn't a self-preservation technique, it's an additional piece of burst (a nice one at that), the healing effect continues to be meaningless though. It's nice when you can get 4k HP out of it, but that is almost certainly never going to be when you need it...

    You cannot block Clemency (though you can prevent it going off). You cannot block Equilibrium or Second Wind. You can block all of Dark Knights "self-preservation techniques", and while you can Stun/Silence Clemency (and technically Equilibrium/Second Wind, though if we're going down that path you can stun lock a Dark Knight to keep them doing anything...), Dark Knight loses a cooldown/MP on techniques which can do nothing if blocked by a shield. It's a really shitty deal for a Job that's already in a shitty place... Can we adjust how shields and drain effects interact? If I deal X damage and that's absorbed by someones shield, OK I dealt 0 damage to that person, but I still dealt X damage to their shield, no? Shouldn't I still get a return on that? Health absorption is just a really shitty mechanic for how this game currently works...

    Also, despite what I said previously, that Dark Arts change does result in greater MP drain. I can fit a Dark Arts Dark Passenger into my burst now, without it costing me a Dark Arts Souleater/Carve and Spit due to the recast. As such, MP is an issue. Either give me Manadraw instead of Enliven, or reduce the cost of most/all of Dark Knights stuff in PvP. Our DPS is entirely dependent on that MP pool, and Blood Price is almost completely worthless in PvP. Either reduce the cost of Dark Arts or give me some better form of MP recovery.

    I'm also going to default back to a previous suggestion, because while the Carnal Chill adjustment is wonderful, I still don't think that's enough support when compared to what Paladin and Warrior have to offer... Let me spend 20% of my HP to restore a party members HP, perhaps with the additional effect of a Vengeance style buff for whoever I heal? That way I can help out my healer and hopefully draw attention away from them. Doesn't have to be a Vengeance style buff if we're serious about that "support through debuffs" concept, could heal a target and do an AoE debuff on targets around them, or inflict a debuff on anyone who hits them for a brief period. I can't see this being too problematic, Warrior has Thrill of War and Paladin has Clemency, both of which heal themselves and others, this would heal someone and do something extra at the cost of my HP.

    I think I mentioned this earlier, but didn't really elaborate on it, but change Parry (and Block?) too. I know a general change is coming to that eventually anyway, but given how hectic PvP is compared to PvE, it isn't really possible to rely on Parry at all given you need to be facing the target attacking you. As such, remove that for PvP. Let us Parry attacks from our rear or flank. Then Reprisal and Low Blows might see some use, and I'm sticking to that "Let Reprisal and Low Blows trigger from dodges as well" suggestion. Ether that or change Dark Arts Dark Dance to "100% chance to Parry next attack", because even though I'd rather dodge, with how Reprisal and Low Blows work currently, I'd rather Parry. A 15s Blind and 20s +20% Evasion is a nice combo, just a shame Reprisal and Low Blows are tied solely to Parry when I have a fairly nice dodge rate...
    (0)
    Last edited by Nalien; 04-17-2016 at 10:10 PM.

  8. #8
    Player
    Blitzace's Avatar
    Join Date
    Dec 2011
    Location
    Limsa
    Posts
    532
    Character
    Blitz Ace
    World
    Odin
    Main Class
    Gladiator Lv 80
    Man i've just about had it with this PVP mode. I can honestly say i will not play a single match of the feast again when i get my mount.

    The amount of fools i get in my party,

    ~
    1. Lets attack the person that only has 25 medals left instead of the guy who has 9 stacks.
    2. MY healer, picks up my medals so he walks around with 9 stacks in the last minute. Needless to say...
    3.Healer that does not have a single PVP skill nor does he use things as repose or knock back skills.
    4. DPS that deal so little DMG you would think they're AFK.
    5. People not listening, Nor communicating.

    jesus christ

    Honestly, I've had matches where i single handedly kill a healer, And my team can't finish off ANYONE. Even when i have the healer seperated. It is so frustrating to lose 10-20 matches in a row just because of this.
    Why am i as a tank, doing more DMG then my supposedly DPS players ? And do they communicate? Nope. out of frustration i told a few people to drop PVP. lol
    (5)

  9. #9
    Player
    Cynric's Avatar
    Join Date
    Aug 2013
    Location
    Uldah
    Posts
    1,208
    Character
    Cynric Caliburn
    World
    Cactuar
    Main Class
    Viper Lv 100
    Looks like good changes so far. Glad to see you guys have listened to us. Though I'd have to see DRK changes in action to tell if it's going to make a huge difference, though I don't understand the Dark Arts CD reduction without touching the amount of MP dark arts uses coupled with being inside battle the entire time. If possible maybe the MP cost should have also been reduced.
    (4)

  10. #10
    Player Februs's Avatar
    Join Date
    Jul 2015
    Location
    Ul'dah
    Posts
    1,927
    Character
    Februs Harrow
    World
    Diabolos
    Main Class
    Paladin Lv 90
    Quote Originally Posted by Cynric View Post
    Looks like good changes so far. Glad to see you guys have listened to us. Though I'd have to see DRK changes in action to tell if it's going to make a huge difference, though I don't understand the Dark Arts CD reduction without touching the amount of MP dark arts uses coupled with being inside battle the entire time. If possible maybe the MP cost should have also been reduced.
    Right? I might actually dust off my Drk now.

    As for the Dark Arts adjustment, it shouldn't be too bad in PvP, as the amount of Mp drained by darkside in PvP settings is at a reduced rate. The part that confuses me is that it is also being changed for PvE. Given that Mp reduction is at the normal rate in PvE settings, and there have been no buffs (that I know of) to Drk's ability to regain Mp, it seems strange that they'd also decrease it's CD in PvE ... unless there are more non-PvP related changes that we just don't know about yet.
    (0)

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