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  1. #1
    Player
    Kaethra's Avatar
    Join Date
    Oct 2013
    Posts
    1,059
    Character
    Kaethra Tatrinae
    World
    Leviathan
    Main Class
    Conjurer Lv 70
    Sounds like they should add MP draining to Bards and Mechanics in PVP. If they want to heal, they'll have to sit further back and potentially out of range of their melee.

    Or perhaps more healing dubuffs to melees.

    Bit of an edit as I had a thought. When I played Planetside 2, there was an issue with trying to take points from medic stacked squads. Medics can heal and rez and even have the ability to AOE instant rez about 4 times before needing to restock.

    As you can imagine, that's pretty powerful. The counter to it was simply to AOE them out or MAX crash. MAXes were battle armor, basically suits with nearly the power of vehicles and could go wherever anyone on foot could go.

    Medics simply didn't have the damage to deal with them they could rez but just get mowed down. And the counter to MAX crash was to use classes other than medics. I wonder if the machines need more damage to players instead? Or some other similar rock/paper/scissors setup.
    (0)
    Last edited by Kaethra; 11-25-2017 at 06:41 PM.

  2. #2
    Player
    KageTokage's Avatar
    Join Date
    Feb 2017
    Posts
    7,093
    Character
    Alijana Tumet
    World
    Cactuar
    Main Class
    Ninja Lv 100
    If they don't plan on nerfing healers, I don't think it would be unreasonable to allow mechs to enter or at least fire into the generator room to apply more pressure on those trying to hold it.
    (3)

  3. #3
    Player
    Kaethra's Avatar
    Join Date
    Oct 2013
    Posts
    1,059
    Character
    Kaethra Tatrinae
    World
    Leviathan
    Main Class
    Conjurer Lv 70
    Quote Originally Posted by KageTokage View Post
    If they don't plan on nerfing healers, I don't think it would be unreasonable to allow mechs to enter or at least fire into the generator room to apply more pressure on those trying to hold it.
    Or maybe add a smaller suit version for that purpose similar to MAXes in PS2 like I said in my edit. Something like what you see Nero, Gaius, Livia, and Zenos using.
    (0)

  4. #4
    Player
    Commander_Justitia's Avatar
    Join Date
    Aug 2013
    Posts
    1,176
    Character
    Ash Primordial
    World
    Phoenix
    Main Class
    Paladin Lv 90
    Quote Originally Posted by KageTokage View Post
    allow mechs to enter or at least fire into the generator
    Even though there is a barrier you can already do this to some degree. Brute Justice megabeam and flamethrower could hit them.

    Quote Originally Posted by Marxam View Post
    Example: if a player has regen and medica II already in effect then they cannot receive a diurnal aspected helios or even an adloquium.
    You are sure those abilities all exist in current PvP?
    (2)

  5. #5
    Player Beckett's Avatar
    Join Date
    Feb 2014
    Posts
    1,289
    Character
    Beckard Arseneau
    World
    Midgardsormr
    Main Class
    Paladin Lv 92
    Quote Originally Posted by KageTokage View Post
    If they don't plan on nerfing healers, I don't think it would be unreasonable to allow mechs to enter or at least fire into the generator room to apply more pressure on those trying to hold it.
    It could potentially be a very unfair advantage if mechs could attack in the Generator/Caves. If the team with initial mechs can prevent the other team from getting ceruleum, then you've got one team with a monopoly on mechs.
    (1)

  6. #6
    Player
    Kaoru_Nagisa's Avatar
    Join Date
    Dec 2013
    Location
    Azeroth
    Posts
    1,260
    Character
    Crowe Valtyr
    World
    Balmung
    Main Class
    Gunbreaker Lv 90
    Quote Originally Posted by Beckett View Post
    It could potentially be a very unfair advantage if mechs could attack in the Generator/Caves. If the team with initial mechs can prevent the other team from getting ceruleum, then you've got one team with a monopoly on mechs.
    Cruise Chaser technically can fire inside the Generator room with its proximity mine thing. If you're on the bridge and aim it properly, you can get it fairly in the center of the room and cause a lot of problems. Had that happen while doing RW with a friend earlier. x.x
    (0)

  7. #7
    Player
    Marxam's Avatar
    Join Date
    Aug 2013
    Posts
    2,284
    Character
    Blackiron Tarkus
    World
    Leviathan
    Main Class
    Marauder Lv 90
    I seriously hate how strong healers are in PvP. Maybe I was spoiled from Seal Rock days when I could FC a healer to death but the really need to buckle down on the balance. Healer stacking is nothing new but there needs to be a cap of two healing buffs per player. Example: if a player has regen and medica II already in effect then they cannot receive a diurnal aspected helios or even an adloquium. They also need to introduce a rock-paper-scissor mechanic, ex,

    DPS deal 20% more damage to Tanks
    Healers deal 20% more damage to DPS
    Tanks deal 20% more damage to Healers

    No damage bonus when attacking same class or class that you are strong against. I personally feel something like this would help streamline attack priority instead of just an entire party attacking a healer which is literally the only strat that most players do when they see a party with a healer.
    (0)

  8. #8
    Player
    Bacent's Avatar
    Join Date
    Nov 2013
    Location
    Kweh
    Posts
    1,834
    Character
    Bacent Rekkes
    World
    Famfrit
    Main Class
    Gladiator Lv 90
    Quote Originally Posted by Marxam View Post
    Example: if a player has regen and medica II already in effect then they cannot receive a diurnal aspected helios or even an adloquium
    https://na.finalfantasyxiv.com/jobguide/pvp/

    You can only have 1 type of regen on you at a time. So if another whm on your team uses regen, or even an ast regen, it overwrites your own. They do not stack. Also Medica II isn't usable in PvP
    (0)

  9. #9
    Player
    ElHeggunte's Avatar
    Join Date
    Aug 2013
    Location
    The Nation of Domination
    Posts
    1,468
    Character
    Naiyah Nanaya
    World
    Diabolos
    Main Class
    Monk Lv 100
    Quote Originally Posted by Bacent View Post
    You can only have 1 type of regen on you at a time. So if another whm on your team uses regen, or even an ast regen, it overwrites your own. They do not stack. Also Medica II isn't usable in PvP
    Yes, thank god for that. I remember before the change when premades would have full groups of WHM all using Medica II. They'd be functionally immortal and every single battle would become a pointless war of attrition in their favor. It was never a common occurrence (at least for me), but it always gave me high blood pressure when I encountered it.

    So I'm a little torn on the subject. Knowing how bad they were before, I don't think it's so terrible now. I just think the biggest problem currently is they do too much damage in conjunction with their recovery options.

    If it's a matter of wanting recovery spells potent enough to keep healers from becoming "useless" in a PvP setting, SE could easily adjust it so spells do full potency on party members, but reduced potency to the caster. I dunno, whatever.
    (1)
    With this character's death, the thread of prophecy remains intact.

  10. #10
    Player
    Savagelf's Avatar
    Join Date
    Jan 2013
    Location
    New Gridania
    Posts
    1,712
    Character
    Aribeth Lightbringer
    World
    Behemoth
    Main Class
    Gladiator Lv 90
    mega beam other wise i would said the rival wings is success
    (0)

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