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  1. #1
    Player
    Cynric's Avatar
    Join Date
    Aug 2013
    Location
    Uldah
    Posts
    1,228
    Character
    Cynric Caliburn
    World
    Cactuar
    Main Class
    Viper Lv 100
    Quote Originally Posted by ShaluaLie View Post
    snip
    I just find it funny to be honest. The heavy medal change actually helps deal with turtling, as before the changes smart play lead to you either forcing the enemy to your base, being forced to theirs, or looking for a hidden player stacked with medals only to chase them around walls for the last two minutes of a match. It's still like this, and was like this on release.

    It just took some players a while to realize that when you're up in points there's really no reason to bother trying to kill the other team. You're already in the lead and the match has a time limit, the only thing you need to do is prevent the opponent from getting adrenaline, and prepare for the eventual Melee LB near the end.
    (1)

  2. #2
    Player
    Renault's Avatar
    Join Date
    Jan 2014
    Posts
    332
    Character
    King Stefan
    World
    Balmung
    Main Class
    Conjurer Lv 60
    Quote Originally Posted by Cynric View Post
    This was the meta since day 1. It just took a few people a while to catch on.
    It has been only made more potent by the changes. I'm aware this strategy has been around since the beginning, but in some cases it was just worth it to continue pushing if you had the lead and end the game earlier. Now, even a great team can be killed by extremely less skilled players just because of the game's mechanics.
    (0)

  3. #3
    Player
    Cynric's Avatar
    Join Date
    Aug 2013
    Location
    Uldah
    Posts
    1,228
    Character
    Cynric Caliburn
    World
    Cactuar
    Main Class
    Viper Lv 100
    Quote Originally Posted by Renault View Post
    snip.
    It was never worth it to push to the other side at the cost of a win. All that does is end the match sooner. The closest you wanted to push before was mid for adrenaline. The only reason to push into the opposing teams base is, A ) They are up on medals, B) You want to deny them blue/red buff, C) Killing someone low health to end the match or D) their healer/tank is just that bad.

    It's risky and dangerous to push when you're in the lead except to deny buffs and it was this way before the buff. Even before the buff I didn't see any issues killing tanks with multiple stacks of heavy medal. The biggest change for me was I as a Monk can only pick up so many medals myself now.

    Turtling has not been made more potent. How can an increase in damage dealt to you make a strategy of sitting inside your base more potent? If anything it should be easier to deal with turtles now than before.
    (1)

  4. #4
    Player
    xxczx's Avatar
    Join Date
    Feb 2015
    Location
    Limsa Lominsa
    Posts
    444
    Character
    Dark Falz
    World
    Omega
    Main Class
    Marauder Lv 80
    Quote Originally Posted by Renault View Post
    It's not about being punished for overextending or being overly aggressive, it's that you're being punished for -winning-. It has created a meta where a team will get a slight lead, then go sprint back to their spawn point and turtle. I fail to understand how that creates fun and engaging gameplay. The opposing team then comes into the turtle, usually with melee LB to insta-gib-skill-kill someone in seconds, then pick up the medals and all run back to their own spawn to then take their turn to turtle up.
    i call this pussy play
    (0)

  5. #5
    Player
    Dimitrii's Avatar
    Join Date
    Jul 2014
    Posts
    849
    Character
    Knives Stryfe
    World
    Diabolos
    Main Class
    Alchemist Lv 90
    The tanks crying that they can no longer hold obscene amounts of medals or that they are being 1 shot by melee limit breaks while having tons of stacks just makes me laugh. I have never liked the inclusion of limit breaks in pvp since it's cheesy, and thank god they ditched battle high/fever for Feast that's another lame mechanic, but considering the defensive capabilities of tanks were developed around PVE raids and the dmg that the high end raid bosses will deal to said tanks (bosses who's burst dmg can exceed the output 2 dps can muster in the same timeframe) it's pretty stupid to think they wouldn't add some kind of mechanic to account for this in PVP.
    (0)

  6. #6
    Player
    Kyani's Avatar
    Join Date
    Sep 2014
    Posts
    169
    Character
    Kyani Jawantal
    World
    Sargatanas
    Main Class
    Arcanist Lv 60
    Melee LB should probably not be affected by damage modifiers (positive or negative) other than possibly Shield Wall.

    Not that Shield Wall (or defensive cooldowns, or Adlo/Noct..) are very good against it, because it finishes calculating damage a solid second before you hear it.
    (0)
    Last edited by Kyani; 03-19-2016 at 07:44 AM.

  7. #7
    Player
    Dimitrii's Avatar
    Join Date
    Jul 2014
    Posts
    849
    Character
    Knives Stryfe
    World
    Diabolos
    Main Class
    Alchemist Lv 90
    Alot of the matches I'm in everyone ignores adrenaline crate too. I'm usually the only one attacking it and get it almost every time.
    (0)

  8. #8
    Player
    Cynric's Avatar
    Join Date
    Aug 2013
    Location
    Uldah
    Posts
    1,228
    Character
    Cynric Caliburn
    World
    Cactuar
    Main Class
    Viper Lv 100
    Quote Originally Posted by Dimitrii View Post
    Alot of the matches I'm in everyone ignores adrenaline crate too. I'm usually the only one attacking it and get it almost every time.
    I can mirror this experience. A lot of people don't seem to realize how important it is to deal more than 50% damage to the crate.
    (0)

  9. #9
    Player
    ShaluaLie's Avatar
    Join Date
    Feb 2016
    Location
    DOOOOOMAAAAA
    Posts
    70
    Character
    Shalua Lie
    World
    Behemoth
    Main Class
    Ninja Lv 80
    Exactly if you're in the lead why chase. they gotta come to you not the other way around. get lb while they run. rebuff. get ur cds. then go ham again.
    (0)

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