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  1. #11
    Player
    Divinemights's Avatar
    Join Date
    Jul 2016
    Posts
    2,104
    Character
    Altria Pendragons
    World
    Leviathan
    Main Class
    Ninja Lv 100
    Quote Originally Posted by Kyrj View Post
    I mean it's FF14 pvp. Get used to mediocre, half baked, boring ass content. Hell we couldn't even get a second set of armor or even a weapon glam last expansion (unless you count wolf collars). Pretty sure Yoshi has forgotten about pvp or is hoping we'll forget about it....
    They didn't forget about PvP and there is a reason why feedback from this forum usually will not have any meaningful and progressive ideas for development team to use.
    Most of post from this forum basically is either ranting or feedback that is very generic (close to nothing that is useful)

    Below is the typical feedback from Japanese PvP forum, and it is about Reaper enhancement
    It is in a format like a real project proposal, an intro, an explanation on the issue, and propose solution.
    In rare case, there are few players able to provide same feedback from this forum, but those usually got bury by others (PvE farmers) pointless ranting
    Even this thread, it is totally useless because nothing OP said is authentic.
    At every datacenter it is always Melee triumph in the performance and not every one of them has a pocket healer

    Quote Originally Posted by international View Post
    【調整案】

    ■「ヘルズイングレス」(移動技)
    ・距離を15m→20mに
    ・グラウンドターゲット化
    ・2スタック化
    ・リターン実行可能時間を10秒→15秒に

    ■「ハルパー」(遠距離単体攻撃)
    ・無詠唱化
    ・距離を25m→15m
    ・ソウルゲージ(通常時)、シュラウドゲージ(妖異の鎌時)20上昇の追加効果

    ■「グラトニー」、「コムニオ」(遠距離範囲攻撃)
    ・コムニオは無詠唱化
    ・距離を25m→20mに

    ■「妖異の鎌」の効果時間
    ・10秒→15秒に



    【理由】
    前提としてフロントライン(以下、FLと呼称)でのプレイをもとにしての提案です。
    今のリーパーを使用していて、プレイフィールがあまりよくないように感じたので、調整案を作成いたしました。

    ■距離の問題
    まず、「距離」の問題です。
    他のメレー、竜騎士、侍、忍者の移動技が20mあるのに対し、リーパーは15mしかありません
    この5mの差は現環境では大きいです。

    FLの中で移動技の主な使用シーンには以下のようなものがあります。
    ・一斉攻撃の不意打ち、俗に言う「バースト」時の進入
    ・敵軍との会戦のタイミングで放つ「初動」の一歩としての突撃
    ・自軍が敵軍を攻めており優勢なシーンで、敵群最後尾を走るプレイヤーへの「追撃」のための接近
    ・自軍が劣勢なシーンで、敵からのターゲットを逃れる「回避」のための疾走

    どのシーンを想像してもらっても分かると思うのですが5mの不足はかなり大きく、他のメレーを使った後だと「薄ら自分にヘビィがかかっている」かのような錯覚を覚えるほど、プレイフィールが悪くなっています。

    またこの距離問題は、リーパーが”魔法メレー”であることにも悪影響を与えています。
    魔法の射程距離が25mもあるので、25m先へ魔法攻撃した際、15mの移動では近接で追撃することができません。

    特に、グラトニーはアクション時の追加効果で「妖異の鎌」を2つストックできますが、付与された「妖異の鎌」は10秒以内に特定の近接技を敵に当てないとシュラウドゲージに変換することができません。

    つまり、グラトニーは接近を見越して最大でも15mくらいの距離で放たないと攻撃リソースの損失となってしまうのです。

    こうして見るとなんとなく魔法と近接攻撃がバラバラになってしまってる印象です。
    狭いフィールドのPvEでは発生しない、広いフィールドでのPvPならではの問題かもしれません。

    以上より、移動技には、他メレーとの足並みを揃え、且つ魔法と近接攻撃の架け橋となれるような調整が必要だと考えます。

    具体的には移動技を20mにし、範囲魔法も20mに合わせてほしいと思います。

    加えて、今のアンヴァン方式で20mの移動をすると方向調整の難易度が恐ろしく高くなることが予想されることから、グラウンドターゲット化してほしいと思います。

    ※モンクの羅刹衝も15mしかなく不便ですが、パッチ6.1の抜重歩法でPvE同様20mに伸びることを信じています。というより、移動技20mはメレーのレギュレーションとしてほしいです。

    ■ゲージ問題
    もう一つの問題「ゲージの貯めにくさ」も、プレイフィールを悪くしている要因だと思います。
    リーパーのアクションの流れを、下記のとおり簡単にまとめてみました。

    ①通常モード時ソウルゲージを貯める
    ②ソウルゲージを消費して「妖異の鎌」を付与する
    ③「妖異の鎌」を消費してシュラウドゲージを貯める
    ④シュラウドゲージを消費してレムールモードになる
    ⑤レムールモード15秒の間にバースト

    こうしてみると、やっぱり一番強いレムールモードに至るまでのプロセスがやや多いなと感じます。
    途中で生まれる与ダメが低くはないので、段階が多いことには目を瞑ったとしても、一連の流れのほとんどにおいて近接で殴らないとゲージがたまらないというのは集団戦においては少し無理があると思います。

    FLにおいて近接攻撃で殴り続けられるシーンって制圧戦以外そこまで多くないので、ゲージを溜めるのはハードルが高いなと感じます。

    ※同じことはモンクにも言えます。ジョブコンセプトを考えると遠隔出しにくいのかもしれませんが、相手から闘気を吸収する威力0のスキルでもいいのでモンクに1アクション遠隔技をください。

    ゲージ回りは少し緩和するしかないと思いましたので、「ハルパーによるゲージ上昇」「妖異の鎌の効果時間延長」などで、よりステップを踏みやすくしてあげるといいのではないかなと思っています。

    それに伴って、魔法の距離は短く、インスタントで実行可能にしています。
    (コムニオの詠唱も集団戦闘では使い勝手が悪いのでインスタントにすべきだと思います。)

    上記のような調整を図れば、フロントラインでも遊べるようになるのじゃないかと考えています。
    長々と失礼しました。
    (3)
    Last edited by Divinemights; 03-27-2022 at 07:34 AM.

  2. #12
    Player
    Moonlite's Avatar
    Join Date
    Feb 2014
    Location
    Uldah
    Posts
    1,477
    Character
    Midnight Falcon
    World
    Balmung
    Main Class
    Pugilist Lv 100
    Quote Originally Posted by Divinemights View Post
    They didn't forget about PvP and there is a reason why feedback from this forum usually will not have any meaningful and progressive ideas for development team to use.
    Most of post from this forum basically is either ranting or feedback that is very generic (close to nothing that is useful)

    The statement about mediocre/half baked is subjective. But the amount of content and effort put into pvp is not. 12/09/2019 was the last significant effort put into pvp. We have received one set of glamour since 2018. Also the nerfed gear to be worthless besides glamour. It has a desynth lvl of 1 and no real grand company turn in. Poetics have been kept valid since ARR and wolf marks have not.



    I don't have to write a try hard report to tell them to do more. I might not like what they do (rival wings), but doing one thing in almost four years. What feedback do they need for that? Now if they want to have an open discussion about making more content and what weird back end limitations the game has to work with then fine. Otherwise just do something, anything really.
    (4)

  3. #13
    Player
    Ixon's Avatar
    Join Date
    Mar 2011
    Posts
    464
    Character
    Nola Ustrina
    World
    Cactuar
    Main Class
    Gunbreaker Lv 100
    While I agree SE, the dev team, and the GM team has dropped the ball quite a bit when it comes specifically to PVP in FFXIV, I understand from Yoshi 's point of view that it's an uphill battle. PVP isn't popular amongst the players who play this game. Not because they hate THIS specific PVP, but because they do not like PVP in general. Your standard, everyday, run of the mill player who plays FFXIV isn't doing it for the PVP(minus the exp from a daily roulette), no matter how good it is. They want an easy going, slow paced game where they can do a dungeon or two, farm a fate, do a side quest, RP in a house, etc. So right off the bat you are already pushing funds and dev time into a unpopular game mode. Then there are the issues with this games backbone not made with PVP in mind, they make a large scale mode that's 1v1v1 to step away from the 1v1 but that makes it's own problems, you make a competitive mode on this busted backbone that isn't moderated well and most casuals complain about, then when you put in cool rewards for people who enjoy PVP you get 10+ threads on how people think those rewards shouldn't be locked to pvp, etc.

    Then your game blows up, people singing praise left and right, but every article has the same line saying that the PVP is lackluster at best. That's honestly my tin foil hat reason why we are getting as much as mentioned come 6.1. They probably know their PVP isn't great, but with it being unpopular content, it's hard to rationalize money and dev time into it. Though they also know it's one of the bigger points preventing their game from appealing to EVERY type of player, hence why we are getting a new small scale mode and them trying their hands at a PVP season that more games have been adopting for the past few years. Despite this, I personally hold on to some faith(or copium) that Crystal Conflict might be good. You can see a trend between the maps and game modes of Feast and Frontlines of "Let's try this, or this, that didn't work, let's do this" when you compare Onsal to Secure or the Crystal Tower Training Grounds to The Feasting Grounds with usual, not always, improvements along the way. Even from what little we know, we know that they are addressing queue times and role balancing issues by making it role-less, and addressing people complaining about the rewards with a Series Pass while also retaining competitive Season rewards. We'll just have to wait to see how much they have learned from past mistakes and pray for more dev and GM interaction this time around.
    (4)

  4. #14
    Player
    Sinstrel's Avatar
    Join Date
    Nov 2019
    Posts
    310
    Character
    Sinstrel Muran'khana
    World
    Gilgamesh
    Main Class
    Dragoon Lv 100
    For the past 7 years, SE keeps trying to re-invent the wheel when it comes to PvP instead of providing a game mode that has proven success. They also try to treat PvP as PvE MSQ/Casual content by diluting the skill level to the point it is easily accessible to anyone, instead of just simply adding a match-making rating system. Much of the FFXIV community dislikes PvP because it is simply not fun.
    (1)
    Last edited by Sinstrel; 03-29-2022 at 11:31 PM.

  5. #15
    Player
    ForbiddenMonk's Avatar
    Join Date
    Aug 2015
    Posts
    85
    Character
    Red Hot
    World
    Gilgamesh
    Main Class
    Monk Lv 90
    lol Range were OP in 3.0, trust me, Range are no where near as powerful as they were. A skilled bard would be able to take out a warrior, kite the crap out of any melee back then. A Machinist burst was enough to take out your hp pool.

    PVP has definitely balanced out more.

    Currently a (skilled)Melee can easily win a 2(range) vs 1(melee) match straight up.

    Get to know your job better, optimize what 2 PVP OGCDs works well for your jobs playing style.

    Close the distance, and stay on them like glue. Melees have gap closers, dragoons have 3!
    (2)
    Last edited by ForbiddenMonk; 03-30-2022 at 04:14 AM.

  6. #16
    Player
    Chasingstars's Avatar
    Join Date
    Oct 2020
    Location
    Ul'dah
    Posts
    697
    Character
    Zoh Chah
    World
    Zalera
    Main Class
    Lancer Lv 80
    Quote Originally Posted by ForbiddenMonk View Post
    lol Range were OP in 3.0, trust me, Range are no where near as powerful as they were. A skilled bard would be able to take out a warrior, kite the crap out of any melee back then. A Machinist burst was enough to take out your hp pool.

    PVP has definitely balanced out more.

    Currently a (skilled)Melee can easily win a 2(range) vs 1(melee) match straight up.

    Get to know your job better, optimize what 2 PVP OGCDs works well for your jobs playing style.

    Close the distance, and stay on them like glue. Melees have gap closers, dragoons have 3!
    Dragoons in frontlines play more like a ranged dps that throws spears, occasionally jumps, and uses their aoe combo ability to activate their life of the dragon. There is very little incentive to go into actual melee unless your picking off someone who strayed too far away from their group. And the only other time your realistically using your melee combo ability is if a tank moved up close. Most dragoons I have seen never get close enough to actually fight them proper they mostly stick to their group.

    Frontlines is more about staying in a deathball, and unless you can overwhelm an enemy player easily due to them either having lower battle high (or none), you don't go away from your group unless your group is getting too close to danger territory.
    (0)

  7. #17
    Player
    Ixon's Avatar
    Join Date
    Mar 2011
    Posts
    464
    Character
    Nola Ustrina
    World
    Cactuar
    Main Class
    Gunbreaker Lv 100
    Quote Originally Posted by Chasingstars View Post
    Dragoons in frontlines play more like a ranged dps that throws spears, occasionally jumps, and uses their aoe combo ability to activate their life of the dragon. There is very little incentive to go into actual melee unless your picking off someone who strayed too far away from their group. And the only other time your realistically using your melee combo ability is if a tank moved up close. Most dragoons I have seen never get close enough to actually fight them proper they mostly stick to their group.

    Frontlines is more about staying in a deathball, and unless you can overwhelm an enemy player easily due to them either having lower battle high (or none), you don't go away from your group unless your group is getting too close to danger territory.
    As a tank; Rampart + Retaliation, run in, spin to win will Rampart falls off, ez top damage while soaking most CC's from the enemy.
    (1)

  8. #18
    Player
    Chasingstars's Avatar
    Join Date
    Oct 2020
    Location
    Ul'dah
    Posts
    697
    Character
    Zoh Chah
    World
    Zalera
    Main Class
    Lancer Lv 80
    Quote Originally Posted by Ixon View Post
    As a tank; Rampart + Retaliation, run in, spin to win will Rampart falls off, ez top damage while soaking most CC's from the enemy.
    Exactly, tanks are an exception. They are built to withstand punishment. For melee dps its more risky.
    (0)

  9. #19
    Player
    Ixon's Avatar
    Join Date
    Mar 2011
    Posts
    464
    Character
    Nola Ustrina
    World
    Cactuar
    Main Class
    Gunbreaker Lv 100
    Quote Originally Posted by Chasingstars View Post
    Exactly, tanks are an exception. They are built to withstand punishment. For melee dps its more risky.
    Of course it is. It's made that way. A battle high melee DPS is the strongest threat on a battlefield more than any other role. High risk, High reward.
    (1)

  10. #20
    Player
    Chasingstars's Avatar
    Join Date
    Oct 2020
    Location
    Ul'dah
    Posts
    697
    Character
    Zoh Chah
    World
    Zalera
    Main Class
    Lancer Lv 80
    Quote Originally Posted by Ixon View Post
    Of course it is. It's made that way. A battle high melee DPS is the strongest threat on a battlefield more than any other role. High risk, High reward.
    Ahem...

    Dragoons in frontlines play more like a ranged dps that throws spears, occasionally jumps, and uses their aoe combo ability to activate their life of the dragon. There is very little incentive to go into actual melee unless your picking off someone who strayed too far away from their group.
    Do you disagree with this statement? As this is my talking point you are arguing against as you chattered on about tanks.
    (0)

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