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  1. #1
    Player
    Kiao-Ken's Avatar
    Join Date
    Mar 2022
    Posts
    57
    Character
    Top Macho
    World
    Excalibur
    Main Class
    Pugilist Lv 90

    A little bit of almost everything, but not everything.

    I'm two months into this game (bought this game around Feb 7 of this year); majority of the time that I've spent has been PvP, mainly frontline. As of this post, I have surmounted 500ish frontlines with 2.5k+ kills. And I have to say, it has been a below mediocre experience.

    I am baffled at the fact that range DPS (Bard, Mechanist, Dancer) has three types of CC such as: Bind, Silence, and Heavy; and each of them can be used at 25 yards, thus, crippling anyone unless the usage of Fetter Ward or Inner Release from Warrior. Now, I understand that range DPS is squishy (considering they don't get that 25-30% damage reduction like tank/melee DPS) but there's a plethora of range DPS than there is melee DPS in frontlines. One tends to get locked in place, waiting to become fodder.
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    Fetter Ward; a almost, if not, a must have ability to have on frontlines. But, an ability that the user cannot trust. This ability gives melee DPS (Dragoon, Ninja, Monk, Samurai, and Reaper) a chance to go into the fray and somewhat come out alive. The problem is that it doesn't always work such as: getting CC'ed while Fetter Ward is active, ability doesn't activate at all, Warrior using Holmgang (I can understand the concept of Holmgang; looking at you healers; but makes Samurai and Monk, mainly Monk, not as viable).

    A solution for Fetter Ward would be to shorten the cooldown from 60 seconds to 45 or 30 seconds. Make it where one is completely immune to CC (Holmgang), and/or when already under a CC effect, activating Fetter Ward will render one free and have immunity for such seconds.
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    Last edited by Kiao-Ken; 03-31-2022 at 12:17 PM.

  2. #2
    Player
    Kiao-Ken's Avatar
    Join Date
    Mar 2022
    Posts
    57
    Character
    Top Macho
    World
    Excalibur
    Main Class
    Pugilist Lv 90
    Cont.
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    Healer classes; what the actual.... I have been in a situation where there were four DPS classes and were unable to kill a single healer that had extended too far into enemy territory. Literally a different type of Tank that also has the option to use Medical Kit and having 100% healing on themselves. Why?

    Solution that I would suggest, that self healing (healer abilities, not including Medical Kit) should be reduced by a good percentile deemed fit to prevent them from being almost un-killable. If not, give something to a DPS class such as melee DPSes to apply a debuff to healer classes.
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    The concept of fall damage is decent for those classes that have a knock-back ability. But, what happens when a class that can CC you for six seconds (two abilities) and follow it with a knock-back that causes instant death? You get Warrior players in The Borderlands Ruin that overly use this concept. And Warriors can only be countered if another friendly Warrior is quick witted to act. After that, the concept of being killed by fall damage becomes nothing more than a nuisance, an annoyance. I personally stay away from this instance called Borderlands Ruin just so that I may maintain my sanity (lol). I understand that it takes a level of understanding and skills to use the environment to one's advantage, but this is not that. One has no choice but to use the ramp that leads up to the Heliodrome center.

    I suggest to add railings to the ramp that one must take to get up to the top center of the map.
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    Last edited by Kiao-Ken; 03-31-2022 at 12:19 PM.

  3. #3
    Player
    Kiao-Ken's Avatar
    Join Date
    Mar 2022
    Posts
    57
    Character
    Top Macho
    World
    Excalibur
    Main Class
    Pugilist Lv 90
    Cont.
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    Considering that some damage abilities tend to have a 15+ second cooldown, its a little nerve wrecking when all your abilities are off cooldown, you go to "pop off" only for a friendly player to kill steal by using just ONE of their abilities. And all you're left with is your hot bar practically being on cooldown and having to idle till they're off cooldown. I see this happening a lot by Dragoons, physical/magical range DPS kill stealing. Well, at least you get two points into Battle High, good right? Nay.

    I suggest the player that has done the most damage before the enemy gets KO'ed should get the kill. Of course, if that enemy gets out of combat (starts healing without Medical Kits or healed by a healer) then, and only then, the damage by any player to that player gets reset.
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    Healing and Tanking should have it's own reward system under PVP Achievement such as titles specifically for such classes. This should incentivize more players playing as a healer or a tank and not just range DPS (physical or magical).

    In order to prevent players from cheating their way to such rewards would be... hard to say for a Tank but for a healer would be that one cannot acquire "points" into this achievement when healing a friendly that is already at full health.
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    Samurai... how do I properly address this, well, seems a little over the top. Has sustain DPS like Reaper (sustain DPS? whenever the Samurai's ability such as: Midare Setsugekka, Shoha, Kaeshi: Setsugekka, Smite, and Hissatsu: Chiten are on cooldown, all they have to do is use their basic combo ability (Yukikaze, Gekko, Kasha) and Hissatsu: Shinten), has an escape ability (I am mindful that one needs 25 Kenki Gauge, it's not a problem due to Enpi, a range ability), has burst potential like the Monk (Monk requires five chakras to activate two seprate abilities that consume all chakras, and the single target ability, no BH, deals roughly 2k damage), has a shield like ability that retaliates damage back to the attacker, and has the same damage reduction like the Monk and Tank classes (30%).

    ?
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    (I may come back to this some other day, and insert a few more such as: gear, combat stats, new mode where one doesn't have to queue, etc.... I have to go to sleep now.)

    -Apparently, you get logged out if you spent too much time on the forums, I didn't know that and lost my original "work", the original took me four to five hours or so and this is simply a makeshift of what I was able to gather from memory, Oh well.
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    Last edited by Kiao-Ken; 03-31-2022 at 12:31 PM.

  4. #4
    Player
    Kiao-Ken's Avatar
    Join Date
    Mar 2022
    Posts
    57
    Character
    Top Macho
    World
    Excalibur
    Main Class
    Pugilist Lv 90
    My apologies that this post is written in such a manner. I had to break it down due to being 5614 characters long and the original work consisted over 9k characters . And the post only accepts 3000 characters.
    (1)
    Last edited by Kiao-Ken; 03-31-2022 at 12:39 PM.

  5. #5
    Player
    Kirika-'s Avatar
    Join Date
    Nov 2017
    Posts
    559
    Character
    Kirika Yuumura
    World
    Faerie
    Main Class
    Bard Lv 100
    Quote Originally Posted by Kiao-Ken View Post
    My apologies that this post is written in such a manner. I had to break it down due to being 5614 characters long and the original work consisted over 9k characters . And the post only accepts 3000 characters.
    On this, if you make a post and hit the 3k limit, just post that message and then go back into it and Edit, then you can add more than 3k.
    (1)
    Kirika Yuumura of the Noir

    The Soldats' Manor, home of the Noir and of Noir's Eorzean Natural History Museum and Aquarium
    Plot 7, Ward 22, Shirogane, Faerie

    Noir... It is the name of an ancient fate. Two maidens who govern death; the peace of the newly-born Noir hands protect.

  6. #6
    Player
    Ixon's Avatar
    Join Date
    Mar 2011
    Posts
    463
    Character
    Nola Ustrina
    World
    Cactuar
    Main Class
    Gunbreaker Lv 100
    Quote Originally Posted by Kiao-Ken View Post
    snip
    Preface this by asking you to keep in mind that jobs are balance for Frontlines AND Feast. So some things work well in FL but not Feast, and vice-versa.

    "I am baffled at the fact that range DPS (Bard, Mechanist, Dancer) has three types of CC such as: Bind, Silence, and Heavy; and each of them can be used at 25 yards" - Like you mentioned, it is because they are squishy. Not to mention all melees have gap closers, most have multiple charges, so closing distances isn't that difficult when there CC is down. Plus most Melees have more defensives to keep them alive while they are closing the distance.

    "A solution for Fetter Ward would be to shorten the cooldown from 60 seconds to 45 or 30 seconds." - Most CC's are about the 30sec time frame, so a shorter Fetter Ward making them align with CC's would make CC's almost useless. From what I remember, Holmgang goes through Fetter Ward because it's also their invuln, nd they did not want something to block their invuln. There is still the CC immunities you get preventing you from suffering the same CC for a short while, and it helps immensely if you have a Tank popping defensives and soaking up the CC so the rest of the team can move freely.

    "Healer classes; Why?" - Healers in both FL and Feast are usually the first targets to go after, as true in most games outside of FF, so having them hard to kill being the most targeted makes sense. Not to mention they are designed with kits to keep a 4 to 8 man party alive, kits that they can always just use on themselves, hence why they appear so immortal. The tradeoff is they do no damage. In a 1v1 vs a healer almost always ends in a stalemate because most healers cannot do enough damage to get through a non-healers kit, while non-healers can't do enough damage to burn through a healers kit. In FL, just put a marker over ones head, apply CC, burn them down. Not to mention most jobs once they get battle high can sometimes straight burst through a healers defensives and heals.

    "that self healing should be reduced by a good percentile deemed fit to prevent them from being almost un-killable" - They did this already. That why we have Medical kits. Healers were deemed to strong and too important so they nerfed their overall healing and gave everyone Medical Kits to compensate.

    "Warrior players in The Borderlands Ruin that overly use this concept." - Honestly just an oversight in map design I think. It was their first FL map, and while I find knocking players to their death is funny, I agree that the lack of initial counter play if they are simply above the ramp can be frustrating. Unsure if they would tackle this as they would just simply design better maps.


    "I suggest the player that has done the most damage before the enemy gets KO'ed should get the kill." - I think this just has to do with the complexity of of having to track 72 players HP, and who does how much to each player before they KO. If an Enemy WAR who gets smacked around for 5min straight finally dies, that's a lot of computing just to determine who gets a kill.

    "Healing and Tanking should have it's own reward system under PVP Achievement such as titles specifically for such classes" - Could be helpful.

    "Samurai..." - Very strong, but I can speak from personal experience it's a lot harder to execute in Frontlines. Even with the extension range of Midare, it's still hard to execute full combos vs like a MNK where you can shotgun blast oGCD's at once to get a kill. People are contently moving in Frontlines and you are either playing it safer being closer to your team when you go to Midare and burst, or you are deep in the enemy team where you can get CC'd to death. You can burst in a similar way to MNK if you already have Kaeshi: Setsugekka prepped, but being overall tankier than other melees for having a slightly harder to execute rotation is decently balanced to me.
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  7. #7
    Player
    OskarXCI's Avatar
    Join Date
    Aug 2013
    Location
    Gridania
    Posts
    359
    Character
    Xevia Vanothy
    World
    Cerberus
    Main Class
    Scholar Lv 90
    Quote Originally Posted by Kiao-Ken View Post
    Healer classes; what the actual.... I have been in a situation where there were four DPS classes and were unable to kill a single healer that had extended too far into enemy territory. Literally a different type of Tank that also has the option to use Medical Kit and having 100% healing on themselves. Why?

    If not, give something to a DPS class such as melee DPSes to apply a debuff to healer classes.
    PvP is, or was balanced around The Feast, not Frontline. The debuffs you are suggesting already exists. They are applied by tanks and other healers.

    But everything will change with 6.1. The Feast will be removed and replaced with Crystalline Conflict. PvP will then be balanced around that.
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