Seems like the recent debate on what's toxic and what isn't has left the community a bit too divided and unproductive. I've gone through the community, have made this thread to help better survey our feedback.
Matchmaking
Unranked to Bronze = same pool
Bronze to Gold 1 = same pool
Plat to Crystal = same pool
There seems to be a major concentration of pooled of players, with exception of matches where you're qualifying to next tier or on a streak, it will pull in a random higher person.
- As you go up in rank, quality of play doesn't increase.
- Match making feels like a gambling simulator.
- People want a more refined experience, it's just too broad.
Crowd Control:
Polymorph - Should be cleansable. Imp bug abuse with the help of addons helps WHM perform inhuman responses to cancel and eat peoples LBs due to interaction.
Silence - Just too strong and the king of CC.
AOE CC - Is too much.
CC Stacking - Requires no co-ordination as they stack on their own.
Purify - Doesn't remove debuffs correctly and doesn't make you immune to CC after.
Guard - Still cc'd when in guard.
Jobs with two types of CC when not squishy - self explanatory.
Core Mechanics:
- Some LBs are hard to see and to react to.
- People want different particle effects Red vs Blue.
- Purify not working as intended.
- Guard heavily influenced by tick and not functioning as intended due to how many jobs can just layer dots or remove/bypass it.
- More Chat Commands that specify things: like move out, stick together, heal up, enemy LB warning.
- Chat Commands having same sound effects.
- Let us communicate in chat, it will probably generate same amount of tickets if people are offended by a firework. Let's be honest.
- Sound going out when participating in PvP.
- One shot skills - people don't like this.
- Cheaters and Traders.
- Lack of PvP reward incentives for Ranked.
Casual Concerns:
- Job stacking like all WHM or all SMN.
- Frontlines more explosive that intended with new pvp revamp.
- AOE stacking.
- Wanting to que with friends in non ranked modes.
Balance:
Red Mage - Still too strong.
White Mage - Still too impactful.
Dragoon - Mostly issues with their LB clarity and some damage output.
Samurai - Mostly issues with their interaction to AOE and the team wipe potential.
Ninja - Mostly issues with their LB executing when not at the execute threshold and threshold being too high.
Machinist - Mostly issues in regards to their random execute.
Jobs:
Paladin - want more skills/ways that help them control area, since they rely on team, if a member runs off, they get punished for it (currently strongest dueling job btw).
Gunbreaker - Junction should be a choice or removed and given those effects baseline, weak shields and heals to help them with the brawler playstyle.
Monk - Some sort of sustain during their earth to keep them in the fight. A consistent way to proc Pressure Points. Players feel that the weaker skills are the best way to proc them.
Nin - Stealth too clunky, maybe a buffer--able to use skills a second or two after coming out still.
Reaper - Takes too long to ramp up, they can't deal the damage because too easily interrupted. Users want a way to not be interrupted so easily so they can be viable long enough to do the damage.
Bard - Players feel like their ultimate is still lacking and not impactful enough.
Machinist - 'bug' reverted as it made them feel less clunky.
Dancer - Potency buffs are not enough and they still feel weak, consistent point raised: their range feels too small.
Let me know if I missed something, for those of you more expert in your jobs, give specifics and I'll edit. Let's make PvP and Ranked the best it can be!