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  1. #21
    Player JanVanding's Avatar
    Join Date
    Jan 2014
    Location
    Gridania
    Posts
    418
    Character
    Edie Ul'mehdi
    World
    Siren
    Main Class
    Bard Lv 90
    Quote Originally Posted by Oextra View Post
    How are people cheating?
    Violent Legend posted a clip of a Twitch recorded match on his Twitter showing the most commonly used cheats, which appear to be speed hacks and complete immunity to CC even when affected by it without anti-CC buffs.

    Dyrus also ran into a speed hacker as well

    The worst part? Some of the people doing it? They've long been a part of the PvP community. It makes you question, how long has this been going on and how far does the problem go?
    (6)

  2. #22
    Player
    Weaselbr's Avatar
    Join Date
    Aug 2013
    Posts
    45
    Character
    Weasel Strife
    World
    Lamia
    Main Class
    Gunbreaker Lv 90
    i didnt knew there were cheats for FFXIV... there goes my peace of mind
    (0)

  3. #23
    Player Darthgummibear's Avatar
    Join Date
    Aug 2021
    Posts
    852
    Character
    Angrypillow Duvall
    World
    Marilith
    Main Class
    Astrologian Lv 90
    Some sort of diminishing returns for crowd control. They gave everyone more CC so we have 10x the crowd control we used to with no way to combat it aside from one ability on a cooldown. In a match earlier I was cc'd for a good 10-15 seconds straight. This is not fun gameplay...this is gameplay that makes me want to log off and do something else.
    (5)

  4. #24
    Player
    TheTyrant's Avatar
    Join Date
    Dec 2013
    Posts
    36
    Character
    Tyrannus Tenebris
    World
    Ultros
    Main Class
    Sage Lv 90
    Quote Originally Posted by Atmaweapon510 View Post
    General:
    -Crowd control split into three types: Disables (Anything that prevents you from taking actions, stun, silence, polymorph, sleep, freeze), Immobilization (Bind), slows (Heavy) and special (Charm and Hysteria from Limit Breaks.)
    -Draw-in effects are faster and don't lock out actions as long.

    -Tenacity mechanic introduced: When hit by a Disable or Immobilization effect, gain immunity to that type of effect for 7 seconds.

    -Purify immunity effect now only affects draw-in, knockback, and slow effects and is no longer a conditional.

    Warrior
    -Stun removed from Primal Rend and replaced with 75% Heavy for 3 seconds.
    -Blota now also stuns the target for 2 seconds. No longer applies Heavy.


    White Mage
    -Afflatus Purgation stun duration reduced from 3 to 2 seconds.

    Black Mage
    -Half-asleep can be applied through Tenacity. Sleep will not trigger during Tenacity.
    -Superflare Umbral Ice will instead Bind targets that are immune to Disables.

    Summoner
    -Mountain Buster no longer has a draw in effect.




    Frontlines:
    -Battle High effect completely removed or reduced to 15% max.


    Crystalline Conflict:

    -Damage and duration from from the knock-up stage hazard halved.


    I really just wanted to get some of the most obnoxious things out of the way, mainly the mindless instant aoe CC effects and a solution to CC chains in general. Now CC has to be spaced out on different targets rather than having them all funneled onto the same one.

    There's more class balance that needs to be done, but nerfing CC is a general QoL benefit to everyone.
    While the list is reasonable to some extent, you are missing the bigger picture. Think bigger than "these jobs annoy me".

    Increase server tick rate
    -> Nothing like running over a healing pot with sprint on and not picking it up cause you literally ran through it between server ticks! This also impacts how things like Guard and Purify work, increasing server tick rate would improve the feel of those two abilities.

    Diminishing Returns
    -> This is a must. Its that or strip a lot of CC out of the jobs, which at this point would probably kill the game mode.

    Guard/Purify
    -> There should not be a single ability, spell, weaponskill, w/e that nullifies or ignores these two abilities. There is so much CC and dmg, combined with the long cooldowns, there will always be a kill window.

    Guard on Crystal
    -> Not a lot of people notice it right now but guard on the crystal causing it to not move is bad game design considering how much guard reduces dmg. Crystal control should be teamwork and out playing not "lol i press 90% dmg reduction".

    Ones Shots Removed
    -> PvP is about counter play. Removing counter play leads to an unfulfilling gameplay experience.

    These are just a few good, non-job specific fixes.

    Adding more:

    Buffs
    -> FC buffs or any buff/debuff that isn't relevant for PvP should not be showing when you target someone in CC. Don't really care that they have the Meat and Mead buff on and just adds clutter to the UI.

    Ally/Enemy Party List
    -> I almost exclusively use the party lists to manage the teams since targeting is so bad (even with the 6.1 patch changes). The yellow highlight for targeting is very hard to see. Maybe putting a black outline on it would be helpful.
    (3)
    Last edited by TheTyrant; 04-17-2022 at 10:52 PM.

  5. #25
    Player
    iiTzSeb's Avatar
    Join Date
    Jul 2020
    Posts
    60
    Character
    Tickle Time
    World
    Exodus
    Main Class
    Machinist Lv 100
    How these get fixed I do not care, but these ALL need to be addressed:

    -WHM polymorph uninteractable whatsoever, causing it to have NO counterplay via cleanse

    -Cleanse itself being at 1 stack in a meta where chain-CC dominates matches is absolutely horrendous

    -Death respawn is 10s + the 22s it takes to cinematically fade-to-black then cinematically revive from the dead just make dying feel THAT much worse. SPEED IT UP.

    -Arena terrain collides with the third person camera for no good discernable reason causing issues being able to see things in an ALREADY cluttered visual mess.

    -Visual effects are overdone and gaudy, causes everything to become a blur of action where it's almost 100% better to simply not even LOOK at the actual characters and instead JUST look at party list for 98% of the match. Flashy effects are cool in PVE, but in PVP it just makes things get lost in the chaos.

    -Major skills are hard to differentiate between friend or foe. DRG LB, SMN LB, etc need to be color coordinated to be whatever color you have your ally/enemy teams set to. Having EVERY Bahamut be the same color is problematic to say the least

    -DRG LB makes them untargettable, they get an aoe damage reduction similar to reprisal for enemy players, and have a lifesteal move that does not consume a resource
    -NIN LB doesn't protect NIN, they don't have AOE damage mitigation, and have no heals that don't consume a crucial resource (Three Mudra)

    -Casters casting range is too short and cast times are too long. Often times targets will just WALK out of range before cast finishes OR the casters have to play melee range just to get anything done.

    -FOR THE LOVE OF GOD ADD DIMINISHING RETURNS ON CROWD CONTROL EFFECTS
    (0)
    Last edited by iiTzSeb; 04-17-2022 at 06:13 PM.

  6. #26
    Player
    stevemadden's Avatar
    Join Date
    Apr 2022
    Posts
    5
    Character
    Steve Madden
    World
    Famfrit
    Main Class
    White Mage Lv 90
    Purify should be a 1-2 second duration immunity on top of the 5 second immunity on whatever you cleanse (assuming it's not supposed to be the full 5 seconds and is currently bugged). Forcing Purify to work as a reactionary mechanic means every single ailment is guaranteed to last at least 1 second unless you're cheating. This game's is jank like Dark Souls where you have to play 2 steps ahead to succeed. There's a 1-2 second delay on what everyone else is doing vs what you're seeing on your screen. On top of that, there's server tick rate and animation delay. Purify should be able to be used pre-emptively like Guard. In Dota and League, I don't have to wait until I get stunned to use stun immunity. The same should apply here.
    (0)
    Last edited by stevemadden; 04-17-2022 at 07:30 PM.

  7. #27
    Player
    Iscah's Avatar
    Join Date
    Nov 2017
    Posts
    14,077
    Character
    Aurelie Moonsong
    World
    Bismarck
    Main Class
    Summoner Lv 90
    Quote Originally Posted by iiTzSeb View Post
    -Visual effects are overdone and gaudy, causes everything to become a blur of action where it's almost 100% better to simply not even LOOK at the actual characters and instead JUST look at party list for 98% of the match. Flashy effects are cool in PVE, but in PVP it just makes things get lost in the chaos.
    I came in to say "reduce overly flashy visual effects" so I agree with you overall, but disagree that they're fine in PVE content. They've gotten too big and flashy there too, and I feel like I can't leave them turned on any more or I can't see anything in high-level dungeons. I hate having them off, though – I have much less idea what my teammates are doing without basic effects active, but it's all or nothing on the massive light explosions now.
    (0)

  8. #28
    Player
    BubblyBoar's Avatar
    Join Date
    Aug 2013
    Posts
    605
    Character
    Xyno Edajos
    World
    Cactuar
    Main Class
    Thaumaturge Lv 90
    Quote Originally Posted by RyuDragnier View Post
    I'd like a change for SAM, namely that Zantetsuken only 1-shots if the enemies are under 33%. It no longer needs Kuzushi to proc this, and is balanced by the fact that it's a line AoE (meaning somebody WILL be low in health).



    It's not a line AoE, it's radial. Also, anone under 33% HP will get OHKO from the raw damage. it does 24k
    (0)

  9. #29
    Player
    Ryaz's Avatar
    Join Date
    Jun 2015
    Location
    Mist Ward 21, Plot 45
    Posts
    1,845
    Character
    Ryaz Darksbane
    World
    Brynhildr
    Main Class
    Samurai Lv 100
    A someone who just started, seeing my bronze 1 self being put against people already silver 3 makes me sad. I've played like 6 matches and only have won a single match because the opposing team is filled with higher tier players vs everyone on my team being bronze or low silver. Honestly, ranked is a mess right now because you level up through luck more than skill depending on your party makeup and team mate skill level. It stops being fun after your 5th loss in a row.

    A bit less CC or diminishing returns. It honestly begins to feel like a pinball simulator where you're being stunned, slowed or knocked around for several seconds where you can't do anything.
    (1)

  10. #30
    Player
    OinOdin's Avatar
    Join Date
    Aug 2014
    Posts
    19
    Character
    Oin Walker
    World
    Ragnarok
    Main Class
    Warrior Lv 90
    Quote Originally Posted by Naizakane View Post
    I keep getting games where a team didn't gain the most tactical points from objectives, but won because they had twice the tactical points gained from kills than anyone else. If Frontlines aren't supposed to be about killing, why are they PvP content?
    excuse me but I utterly disagree
    killing should be how you achieve objectives, not the objects themselves look to CC ... killing is a way how to get the enemy team from cristal so you can move it
    hell many of the PVP games this day don't measure success by killing look to MOBAs
    I'm not saying that killing in PVP shouldn't be important but I don't like that you can win poorly with killing

    back in the day when killing was really hard ( end of ARR start HW), frontlines was much more about teams strategy not middles zerg like something this day
    (0)

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