Page 1 of 10 1 2 3 ... LastLast
Results 1 to 10 of 91

Dev. Posts

Hybrid View

  1. #1
    Player RiyahArp's Avatar
    Join Date
    Oct 2017
    Posts
    1,471
    Character
    Riyah Arpeggio
    World
    Exodus
    Main Class
    Scholar Lv 90

    4.18 update discussion

    Additions/changes:

    The number of ceruleum tanks that appear has been increased.
    Mammet movement speed has been increased.

    Changes have been made to the steam cannon action "Cannonfire."

    --potency has been reduced to 4000 from 6000 against players and mechs
    --potency against mammets is reduced to 400 from 600.
    --range has been reduced to 60 yalms from 75.

    The following issues have been addressed.

    An issue wherein the machinist PvP action Flamethrower ignored elevation.
    An issue wherein using Cover on a target afflicted with a damage over time effect would prevent summoners from gaining aetherial attunement with the PvP action Fester.
    An issue wherein the clock face of the fat chocobo table chronometer was displayed incorrectly.
    An issue in Rival Wings wherein ceruleum tanks appeared in locations where they could not be collected.
    An issue wherein the combo potency given in the description for the ninja PvP action Shadow Fang was incorrect.

    some other misc issues addressed.

    ***

    Hmmm. Well, apparently they want mammet pushes to be more viable, and they want the core to die quicker. Maybe we get more balanced cereleum outside of mid. Pretty big nerf to core defense though, and not really affecting how strong healers are except in that holding mid may be less viable.
    (0)
    Last edited by RiyahArp; 12-12-2017 at 02:26 PM.

  2. #2
    Player
    saucyshortcake's Avatar
    Join Date
    Sep 2013
    Posts
    100
    Character
    Kenzeil Zolas
    World
    Behemoth
    Main Class
    Conjurer Lv 30
    the flamethrower change is funny. a few times i remember collecting CE below the middle and getting hit by flames from up top.
    (1)

  3. #3
    Player
    Jinglybell's Avatar
    Join Date
    Aug 2013
    Posts
    99
    Character
    Myori Mittens
    World
    Hyperion
    Main Class
    Armorer Lv 80
    I think the cannons were fine as they were and I dont know of anyone crying for them to be nerfed. I guess it might make for more safe spots for ops like the little hill part near ravens base might be out of range of cannons now if so that would be a nice boon for blue-team. (You could actually shoot from there but its tricky and it was slightly in cannon range)

    Also im glad they fixed the fat chocobo table chronometer I was worried for a second there, or maybe 4 seconds I dont know my clock was broke.
    (1)

  4. #4
    Player
    Zeonsilt's Avatar
    Join Date
    Aug 2016
    Posts
    258
    Character
    Evan Lionheart
    World
    Cerberus
    Main Class
    Machinist Lv 70
    This Cannon nerf is unnecessary, especially 20% max range decrease.

    Quote Originally Posted by RiyahArp View Post
    Maybe we get more balanced cereleum outside of mid. Pretty big nerf to core defense though, and not really affecting how strong healers are except in that holding mid may be less viable.
    Healers now even stronger with Cannons nerf. Killing, like, 17 of them with single Cannon will be a problem now. (most of the time there's someone incompetent in 2nd Cannon)
    Especially when one or two rushing to a Cannon and start attacking from a blind spot, it will be pretty much impossible to kill them now(before they reach you).

    p.s. Never saw anyone whining about Cannons. My guess that this comes from JP-side(or just random fluke from SE).
    (0)
    Last edited by Zeonsilt; 12-12-2017 at 04:39 PM.

  5. #5
    Player RiyahArp's Avatar
    Join Date
    Oct 2017
    Posts
    1,471
    Character
    Riyah Arpeggio
    World
    Exodus
    Main Class
    Scholar Lv 90
    Quote Originally Posted by Zeonsilt View Post
    This Cannon nerf is unnecessary, especially 20% max range decrease.
    Yeah. This makes it harder to defend the core, which makes it worse in terms of snowballing. Not just healers, but CCs can rush the core easier too now. Have to see how the matches play out, but I'd really wish they'd explain why on earth they felt this would help.
    (0)

  6. #6
    Player
    Glenfiddich's Avatar
    Join Date
    Nov 2014
    Location
    Speyside
    Posts
    737
    Character
    Kitty Valentine
    World
    Shiva
    Main Class
    Black Mage Lv 100
    Quote Originally Posted by Zeonsilt View Post
    This Cannon nerf is unnecessary, especially 20% max range decrease.


    p.s. Never saw anyone whining about Cannons. My guess that this comes from JP-side(or just random fluke from SE).
    Except Mr. Happy on his youtube channel. He is whining about it in his Rival Wings Video. I don't like the Idea that a person has probably the possibility to influence the game in such a manner just because he has an youtube channel.
    (0)

  7. #7
    Player
    uvuvwevwevweonyetenyevweugwemu's Avatar
    Join Date
    Dec 2016
    Posts
    408
    Character
    Pa Lin'guine
    World
    Siren
    Main Class
    Blue Mage Lv 60
    Quote Originally Posted by Glenfiddich View Post
    Except Mr. Happy on his youtube channel. He is whining about it in his Rival Wings Video. I don't like the Idea that a person has probably the possibility to influence the game in such a manner just because he has an youtube channel.
    If it's even possibility, this is probably dumbest thing SE ever done. I've been on either side of his matches, haven't seen him lead once. A streamer who did few matches vs someone who trying to work strategy. C'mon SE... -_-
    (0)

  8. #8
    Player
    Airget's Avatar
    Join Date
    Mar 2011
    Posts
    2,612
    Character
    Airget Lamh
    World
    Hyperion
    Main Class
    Botanist Lv 100
    They could of introduced an overheat mechanic with the cannons, where if you fire them in succession to much you can't use them for an X amount of time. That would of been better then nerfing their dmg potency since as mentioned healers will just have an easier time messing around with the core now.
    (0)

  9. #9
    Player
    Etrius's Avatar
    Join Date
    Sep 2012
    Location
    Ishgard
    Posts
    90
    Character
    Etrius Ballard
    World
    Behemoth
    Main Class
    Dark Knight Lv 70
    LMAO. /10char
    (0)

  10. #10
    Player
    OrangeandPink's Avatar
    Join Date
    Dec 2017
    Posts
    5
    Character
    Nyah Larue
    World
    Jenova
    Main Class
    Dancer Lv 80
    I always felt the cannons were fine, because they were a last defense and crushed that one random person (or Chaser) trying to rush your base - that was what the cannons were good at - aiming at a few targets. The current cannons were already not very effective at dealing with more than 3 people running into the base at once, and had key blind spots.

    With the nerfs:
    - Oppressors/Brutes would just sit outside the north entrance and destroy the core without getting hit
    - Brutes can MegaBeam both cannons down together and take minimal damage because only one cannon will barely reach it
    - Healers would just out-heal the cannon damage; one can attack a cannon outside the base and the gunner will be stuck with two choices:
    1) Focus the healer and stalemate due to healspam while other players file into base.
    2) Attack the players rushing the core while getting killed by the healer.

    Imo, the cannon nerfs pretty much defeat the point of them. They were already ineffective in a large push.
    (3)

Page 1 of 10 1 2 3 ... LastLast