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  1. #71
    Player
    Geologo's Avatar
    Join Date
    Nov 2013
    Location
    Gridania
    Posts
    472
    Character
    Leinas Kroma
    World
    Ragnarok
    Main Class
    Armorer Lv 90
    I would like to see Crits hit for just x1.5 of the original damage in PvP, like it was in the 2.x

    Atleast in my opinion, in pvp making the Critical Hit Rate boost the amount of damage too is very insane,
    Crits are alrealy a "lucky shot" that can surprise your enemy just because you are lucky(/good geared).
    (0)

  2. #72
    Player
    Decoy_Wolff's Avatar
    Join Date
    Oct 2015
    Location
    New Gridania
    Posts
    116
    Character
    Waltheof Wenyasch
    World
    Famfrit
    Main Class
    Astrologian Lv 90
    Quote Originally Posted by Wetel View Post
    2. Animation delay on crucial abilities such as purify and attunement
    BENEDICTION! I cannot stress enough how many times I have lost a layer because Benediction has the LONGEST animation for any healer clutch. It is ridiculous and should happen int he instant the move is casted. It is a waste having to spend it at about half HP, estimating if that player will drop dead if you do it too soon or if the damage on them stops in total and you just wasted your strongest clutch. It also would give chances for WHM's to recover from attunement.
    (1)

  3. #73
    Player
    Decoy_Wolff's Avatar
    Join Date
    Oct 2015
    Location
    New Gridania
    Posts
    116
    Character
    Waltheof Wenyasch
    World
    Famfrit
    Main Class
    Astrologian Lv 90
    I use to heal as a WHM in PVP but ever since I tried healing as AST in the Feast it has worked out SO WELL in my favor. When I am being chased down by a tank or other player I can easily AB myself to keep myself alive as well as quick tabbing to another player that needs it. Synastry + Light Speed is a GREAT combo for when you know someone is getting wailed on. I pop it on a player that is being targeted hardcore and stick to healing and AB them if needed, it also gives me a near instant heal on Aspected Helios to give an all around shield for my party.

    The one thing I think about this is...Is AST OP? Maybe. but is it too much? Not at all.

    The fact that there is no extremely useful PVP skill for AST that heals like a Sacred Prism or Asylum is a big downside since the only "regen" bubble they have is Collective Unconscious which it takes a bit for the player to have the regen effect on them and they have to stand perfectly still the whole duration to take affect.
    (0)

  4. #74
    Player
    Slib's Avatar
    Join Date
    Nov 2013
    Location
    Gridania
    Posts
    261
    Character
    Odin Haro
    World
    Goblin
    Main Class
    Summoner Lv 63
    Quote Originally Posted by Decoy_Wolff View Post
    The one thing I think about this is...Is AST OP? Maybe. but is it too much? Not at all.
    What I love about AST is getting a Spear card and getting CD reduction on those really hardcore survival abilities like attunement, lightspeed, synastry, etc. Makes me feel OP lol
    (0)

  5. #75
    Player
    SuperZay's Avatar
    Join Date
    Dec 2014
    Posts
    1,253
    Character
    Violet Flower
    World
    Cerberus
    Main Class
    Arcanist Lv 23
    - Sacred Prism and Cover do not lower magical damage, its easier to heal against SMN but BLM is trouble. Even Focalisation lowers Fire IV spam damage only by 25% which doesnt matter much when it can still two shot.
    - Attunement needs some potent regen, I use it when focused but if I'm at low HP and don't have instant healing ready or Clemency support, in most cases I die after it ends.
    - Purify should have shorter cooldown because in most matches nobody cares to use it on me after I've used mine.
    - MP doesn't recover even if you are far away from enemy party because the games considers you are still in 'battle'.
    (0)

  6. #76
    Player
    Muneblade's Avatar
    Join Date
    May 2016
    Posts
    8
    Character
    Stephanie Song
    World
    Cactuar
    Main Class
    White Mage Lv 60
    Thank you, Stefan. I feel like you really hit home here and I really appreciate the discussion youre creating. I really love pvping and healing but am just finding it hard to derive any measure of joy from pvp healing currently. Would love to see more counter-play and improvements to CDs as you mentioned. Just anything that would make the role just more enjoyable and satisfying for all skill levels. Because outside of all the things that seem to distinguish great players like positioning or awareness, it seems healing is incredibly hard to keep up even if you manage your cds well. And more often than not, im in a state of constant helplessness or misery (for me anyway, you guys have that right? No? Lol). So anyway, i wouldn't mind seeing more healers in the queue and above all, to see the pvp community continue to grow. Great post!
    (0)

  7. #77
    Player
    Ama_Hamada's Avatar
    Join Date
    Jan 2017
    Posts
    1,210
    Character
    Ama Hamada
    World
    Balmung
    Main Class
    Arcanist Lv 80
    Quote Originally Posted by FreeKingStefan View Post
    1: Melee Limit Break.

    A large issue with MLB is that it is not counterable in many situations, either, due to the snapshot nature of the ability. Abilities like Testudo, Tank LB, or other damage reduction abilities, must be used a second or two prior to the MLB being casted, or else the reduction in damage does not apply. This gives an advantage to the MLB user, as theyhave the ability to spot those buffs and choose not to MLB until after they’ve expired. Side note: For some reason, MLB has a unique snapshot of its damage, where even if you create a very far distance or line of sight (LOS) between you and the caster, the spell still goes off. It’s an odd behavior considering moving out of a ranged LB, for example, is much more forgiving.


    Suggested change: While I am admittedly an extremist and wish for LB/Adrenaline to be removed from The Feast entirely, I can agree on one of two changes that may fix MLB to make it less of a deciding factor of wins and losses.


    Lengthen the cast time of MLB by 1 second, to make it easier to interrupt and/or get away from, and/or attunement in to.
    Lower the damage and make it do a % of a player's maximum HP. This specific change would do good measure in fixing the issues created by heavy medal. Nobody enjoys losing in the last 30-10 seconds of a match because the opposing melee uses MLB on your tank and 1 shots them, winning the game they had otherwise been losing up until that point. If MLB instead always did (70)% of a player’s maximum HP, my opinion is that it would be in a better place.

    Attunement[/U] - (since often damage will still register for the full amounts a second or two after the attunement buff is applied to the caster.)
    I always thought these problems existed because of server side lag. I seen issues like that for every single aspect in the game, you need to kill something in 8 seconds, not 10 to get a chain, benediction goes on CD despite being used and healing the person but the heal never takes place. LBs (any type) are used as the LB bar goes to empty but the effect never takes place because the person died split seconds after but with server side lag, that lag will claimed it never took place, even though the bar emptied/ ability/spell goes on CD. My friend was in a match yesterday who was in sprint before the person released the melee LB and end up being hit behind a wall while clearly out of range. This server side lag is annoying in PvE but game breaking in PvP.

    Also I think SCH in particular needs buffing, we have no stun, no knockback, no heavy. The only knockback we get is the pvp move, any healer gets that, so next to a SCH, a WHM holy (the stun) and fluid aura is "OP" when compared to a SCH. Also it is odd to me how WHM gets something so strong at level 15, basically a baseline ability, while SCH has nothing.
    (2)
    Last edited by Ama_Hamada; 01-24-2017 at 02:43 AM.

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