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  1. #1
    Player
    Zedix's Avatar
    Join Date
    Feb 2019
    Posts
    43
    Character
    Zedix Dagern
    World
    Goblin
    Main Class
    Monk Lv 90

    PvP has a few glaring problems

    1] Server Lag/Tick -much like it says, there appears to be some innate lag, seemingly 2-3 seconds This is most noticeable when trying to apply status effects, and utilize knock backs Status effects usually seem to apply out of order of animation Then other times it is applied immediately, there is little to no way to predict this server lag/tick which is why i struggle to understand if it is just innate server lag or a design choice
    2] Healers -this whole schema has a problem It takes 3 dps to out damage a healer curing themselves, tanks can be easily killed by 2 dps, and 1v1 for dps While i understand this is to make fights last longer i think the problem lies with healers curing themselves and less with the potency of the spells
    My fix: Make cure potency be decreased when casting on self, thusly incentivizing the curing of teammates
    3] Tanks -my only real problem is Holmgang, a pull, bind, and invincibility all on 1 move on a 45sec CD is absurd, 4 sec of lock down in PvP is practically a death sentence
    My Fix: remove 1 of the effects, leaving either Pull&Bind, Pull&Immunity, or Bind&Immunity [range 5y], that would make it feel more in line with other tanks as well, GNB/PLD/DRK have a stun of 2sec duration and 30sec CD, with the lock-down only being 2sec each, Much more survivable and in line with the other tanks capabilities
    4] DPS -NIN has a balancing issue, they have a Passive movement speed+, 2 uses of Shukuchi and an invis, this makes them nearly impossible to pin down, that passive move speed makes them impossible to chase since they will just out run everyone when using these 3 effects
    My fix: remove that passive move speed, makes them have far too much escape power along with their elevated damage
    5] Matchmaking -have had way too many games where all 5 healers are in the same party, distribute them, don't put all in one party, please make it clear that you will receive the rewards from the job you queue as EVEN IF YOU SWITCH,so many people don't know that, 24 man (secure) is practically an afk show, nobody pushes on other teams, pretty boring for the duration of that timer
    My fix: make it clear about class switching not impacting rewards, and try to evenly distribute healers, tanks, and dps among the 3 parties, remove 24man option for Secure instead opt for a 2 sided 12 man match leaving the third base open
    6] Status Effects -silence is too short,doesn't feel that pressing to be silenced, feels useless when you are the one silencing, buff that to 3-4 sec, silence takes you out of the fight without hampering your escape, making it low impact on survival and making people care about being silenced. knockback they hardly ever knock the person back in a straight line constantly see them fling off in another direction the only way i have be able to get reliable directions is by comboing it with a stun or a bind
    My fix: fix server lag/tick maybe?
    tl;dr few issues with rec. fix, need more character limit on these boards
    (0)

  2. #2
    Player
    Commander_Justitia's Avatar
    Join Date
    Aug 2013
    Posts
    1,101
    Character
    Ash Primordial
    World
    Phoenix
    Main Class
    Paladin Lv 90
    1. Yes we all know the lag in this game. 1.0 code much.
    2. Healers need to be able to keep themselves alive. Especially in the feast. 1vs1 balancing is not required.
    3. Wait for 5.1 skillchanges, but holmgang is risky too. You bind yourself aswell.
    4. Yeah they are nice in Frontline less in feast. They don't have he movement speed bonus in PvP anymore so that's wrong.
    5. Sucks but just encourage players to change classes. Nothing is restricting them from being five healers if they want to.
    6. Silence only silences spells but not abilities so they will have other tools to heal with. It's more useful in Feast. It's whatever really.

    The big issue in FL atm are melee and tanks hidden buff 30%mitigation with the HP adjustments after medal vulnerabilities removal is just too much. Combined with fever they are barely counterable.
    (0)

  3. #3
    Player
    Zedix's Avatar
    Join Date
    Feb 2019
    Posts
    43
    Character
    Zedix Dagern
    World
    Goblin
    Main Class
    Monk Lv 90
    Quote Originally Posted by Commander_Justitia View Post
    2. Healers need to be able to keep themselves alive. Especially in the feast. 1vs1 balancing is not required.
    3. Wait for 5.1 skillchanges, but holmgang is risky too. You bind yourself aswell.
    4. Yeah they are nice in Frontline less in feast. They don't have he movement speed bonus in PvP anymore so that's wrong.
    5. Sucks but just encourage players to change classes. Nothing is restricting them from being five healers if they want to.
    6. Silence only silences spells but not abilities so they will have other tools to heal with. It's more useful in Feast. It's whatever really.

    The big issue in FL atm are melee and tanks hidden buff 30%mitigation with the HP adjustments after medal vulnerabilities removal is just too much. Combined with fever they are barely counterable.
    I'm not aiming for a 1v1 balance, what I meant by what i was saying is that healers are effectively harder to kill than any other class, because silence is a weak status and heals are so potent to counteract DPS on allies, this becomes a problem when trying to actually harm healers, in larger skirmishes with more than 2 healers its near impossible to kill the healers, between defending your own healers and trying to fight the enemy ones there is little help to burn them from self & ally heals, thats why i mentioned the lowering of self curing, leaves their team effectiveness unchanged while making them not be impossible to kill if caught out alone by 1-2 dps.

    Yes holmgang binds the user, but in my 200+ matches ive seen them use holmgang for the pull&bind more than for the immunity, just feels like a very strong ability with very little draw back coupled with potent team combo-ing, but i am waiting for 5.1

    Balancing only for ranked is such a flawed way to handle it, far more players partake in frontline than feast, by no means am i saying disregard one or the other, but i think there should be something done to pull them into alignment for BOTH modes, and they don't? they appear to outrun me without using bolt when we are both running in a straight line and no shukuchi so i don't know what to chalk that up to.

    I do encourage players, but they just ignore or don't believe me when i tell them about rewards, it would be nice for SE to put a small chat reminder so players can hear it from the devs rather than thinking someone is trolling them

    I know silence is only for spells, but with 2sec duration that is a single GCD, pretty useless tbh, use 1 ability you have on hand to mitigate the problem, not hard, but yet silence is on a longer CD making it seem like its far more useful, i merely propose to make it more impactful of a mechanic to both sides, the one receiving it needs to actually car and the one dishing it out feels like they actually did something
    EDIT: spelling corrections
    (0)

  4. #4
    Player
    Commander_Justitia's Avatar
    Join Date
    Aug 2013
    Posts
    1,101
    Character
    Ash Primordial
    World
    Phoenix
    Main Class
    Paladin Lv 90
    Yeah a lot of people dont know they can change class, and, they can change class once ingame and they still get exp for the queued class now.
    I can only say you how it is atm, I would like to see differences between small and big pvp modes too, but devs have the opinion that they wanna keep it easy to learn - and 2 different sets of additionals in PvP might already confuse people. The same people who can do pretty well with 50-60 Logos actions for an exclusive eureka mode or with bluemage with 50 skills.
    Regarding healer, if there are 2 many, they gonna lack in damage, you have to try to focus one after another down and make them use their stuff or you take the objective so you get points and they can just heal themselves and be useless.

    The problem in the past was, if you only have 9 personal job skills to balance it out, you can be overdoing it very fast and its unbalanced again. You could ask why gnb and darkknight dont have their invulnerabiliy, drk used to have it in old pvp. You could even cleanse yourself with purify the livingdead zombie debuff, was some high IQ play.
    (0)

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