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  1. #211
    Player
    Kuroka's Avatar
    Join Date
    Aug 2016
    Location
    Limsa
    Posts
    3,626
    Character
    Ulala Ula
    World
    Shiva
    Main Class
    Dancer Lv 60
    Quote Originally Posted by Neon231 View Post
    Samurai just killed 3-4 of us because of his limit break. I'm not sure why that is a thing or who thought it was a good idea to input something so skill less and boring.
    On top of that, anytime you want to get into combat as a melee you are instantly met with stuns and crowd control stuff. The PVP all around is just awful and gets worse every time they change it. At least PVP was fun and bearable in 3.0.
    To note the stun issue, I would like to actually play the game and not be stuck in a single spot every time I want to get into combat. Mega boring gameplay.
    Yes... the times i clicked on my guard or healed myself but the stun got to the server first is a joke... i literally can put away my controller as every stun means basically im dead as ill get 10 in row... meanwhile you cant kill certain jobs even with half an team... the nerf on my rdm lb is a joke as well as i basically cant even kill ppl stacking mid cross with 1/4 their hp...


    At this point when i go onsai and see pala cheating i just leave. idk, rather i dont do the roulett at all bc it makes me so angry.
    (5)
    Last edited by Kuroka; 09-04-2022 at 08:33 PM.

  2. #212
    Player
    Xel's Avatar
    Join Date
    Aug 2013
    Posts
    116
    Character
    Xel Xelpht
    World
    Goblin
    Main Class
    Gladiator Lv 90
    I wish I could make a pre-made to combat the teams with five bots that act like hunter-killer drones.
    (1)

  3. #213
    Player
    Mayhemmer's Avatar
    Join Date
    Aug 2022
    Posts
    328
    Character
    Tanu Ki
    World
    Faerie
    Main Class
    Dancer Lv 90
    Shoddy server ticks means knock-back/draw-in effects NEVER work the way you need or want them to
    I can sometimes be breathing down an enemies neck, not be CC'd, not be stunned, not be silenced, not be anim-locked, not be disabled in any way, and my skills just won't go off when I use them
    It's hard to even tell what you're getting knocked-back/drawn-in by anymore in FL. There'll be not a DRK or MCH around for miles and I'll get drawn-in without taking any damage like I just got Salted Earth'd, or knocked-back like I got Scattergun'd

    This thing we call PvP is just falling apart more and more every day
    (4)

  4. #214
    Player
    CrazyAce's Avatar
    Join Date
    Apr 2019
    Posts
    31
    Character
    Sunny Sundiver
    World
    Zalera
    Main Class
    Sage Lv 90
    I've tried the new PvP and I'm very much not impressed. Too much CC with almost no counterplay. Unless you're playing a busted class, you insta-die. And the Limit Breaks seriously need to be re-tuned. Instant kills/deaths are not fun. Once again, zero counterplay, especially since there's a good chance you're going to be chain-stunned around the time when the Limit Break is being executed.

    SWTOR's answer to CC was a good one, where after a certain number of CC hits, your character temporarily became immune to stun/binding effects for a set duration. That buff would eventually wear off, but it gave you time to kite, retreat, kill your opponent, or heal if the opportunity presented itself. Again, CC existed but it was possible to counter it with well-timed use of your stun-break. As far as I can tell, there's none of this in FFXIV's PvP and it makes playing any melee class that's not NIN really annoying.

    All this CC needs to be removed or at least severely toned down, as well as OHKO Limit Breaks. No class, anywhere, should have an ability that can kill another class from 100% to 0% in a single hit. That's just plain terrible design in any PvP game, not just an MMO.
    (10)

  5. #215
    Player
    Oni_Akuma's Avatar
    Join Date
    Jul 2014
    Posts
    194
    Character
    Oni Akuma
    World
    Gilgamesh
    Main Class
    Pugilist Lv 90
    Quote Originally Posted by CrazyAce View Post
    I've tried the new PvP and I'm very much not impressed. Too much CC with almost no counterplay. Unless you're playing a busted class, you insta-die. And the Limit Breaks seriously need to be re-tuned. Instant kills/deaths are not fun. Once again, zero counterplay, especially since there's a good chance you're going to be chain-stunned around the time when the Limit Break is being executed.

    SWTOR's answer to CC was a good one, where after a certain number of CC hits, your character temporarily became immune to stun/binding effects for a set duration. That buff would eventually wear off, but it gave you time to kite, retreat, kill your opponent, or heal if the opportunity presented itself. Again, CC existed but it was possible to counter it with well-timed use of your stun-break. As far as I can tell, there's none of this in FFXIV's PvP and it makes playing any melee class that's not NIN really annoying.

    All this CC needs to be removed or at least severely toned down, as well as OHKO Limit Breaks. No class, anywhere, should have an ability that can kill another class from 100% to 0% in a single hit. That's just plain terrible design in any PvP game, not just an MMO.
    I suggested then same. Even Black Desert has a value system of two hard cc's, and is invulnerable to CC for 5 to 6 seconds. But this whole pvp system is soooo noob catered that if you're not good you should just stop pvp'ing ranked and go to casuals. Or do your easy other scripted game content. Or Like LoL players say. "Please Uninstall" your game.
    (0)

  6. #216
    Player
    Oni_Akuma's Avatar
    Join Date
    Jul 2014
    Posts
    194
    Character
    Oni Akuma
    World
    Gilgamesh
    Main Class
    Pugilist Lv 90

    My DoC in works for a critical pvp rework.

    FFXIV PvP Changes and Suggestions:

    Damage Calculations: (Bold: Will be Calculated for PvP)
    PHYSICAL DAMAGE TAKEN

    PDT = ⌊ PDT3 × rand[95,105] ⌋ /100 ⌋ × ( 1 - buff_1 ) ⌋ × ( 1 - buff_2 ) ⌋

    MAGICAL DAMAGE TAKEN
    MDT = ⌊ MDT3 × rand[95,105] ⌋ /100 ⌋ × ( 1 - buff_1 ) ⌋ × ( 1 - buff_2 ) ⌋


    HEALING
    DIRECT HEALS

    H = ⌊ H3 × rand[97,103] ⌋ /100 ⌋ × buff_1 ⌋ × buff_2 ⌋
    The Direct Heals formula looks similar to Direct Damage with f(HMP) substituting for f(ATK) and DH removed. Furthermore, the randomisation range is reduced from +/-5% to +/-3%.

    HEALING-OVER-TIME

    H = ⌊ H3 × CRIT? ⌋ /1000 ⌋ × buff_1 ⌋ × buff_2 ⌋

    Source: https://www.akhmorning.com/allagan-s...ling-over-time
    Base Health: (Suggestions)
    Tank - 25000
    Melee - 20000
    Healer - 18000
    R.Dps (MCH,BRD,DNC) -18500
    M.Dps (BLM,SMN) - 18600
    Red mage / Blue Mage - 17400

    Past Actions (Removed):
    https://ffxiv.gamerescape.com/wiki/C...Removed_Action


    Adding to next post
    (1)

  7. #217
    Player
    Oni_Akuma's Avatar
    Join Date
    Jul 2014
    Posts
    194
    Character
    Oni Akuma
    World
    Gilgamesh
    Main Class
    Pugilist Lv 90
    • Current Problem:
    • Highly Imbalanced
    • Low amount of consecutive counterplay
    • Linear Combo and Less Button, choreographed Bursts
    • Job Class/Role Removed
    • Catered to only one PvP Mode disregarding other modes to keep engagement
    • Example: Frontlines / Rival Wings [50% damage reduction]

    What is PvP?

    Now this question is debatable & can not come to one right answer. So what do we expect from something we called in a multiplayer game Player versus Player (PvP). When confronting an opponent and also engagement in PVP one must always come to mind that:
    They are not simulated and scripted opponents
    This is a confrontation of skill and understanding of the game.
    Example: Like a Chess game
    There must be balance between Job/Class Abilities respectively.
    There might be times that a display of skill may be shown and it may appear to be an unkillable opponent. There could be many factors separating the opponent and class that has been chosen.

    PvP vs PvE Sources and Opinions
    PvP vs PvE | A Discussion for the Gaming Ages: https://youtu.be/mh5VQRFN2k4
    Has PvP become more Creative than PvE in FFXIV? : https://youtu.be/fui1m7J6oEE
    Is WoW PvP Easy or Hard?: https://youtu.be/wZDRwh4gAqQ
    How to Play WoW Arena | The Basic Strategy: https://youtu.be/7_qacNramPQ

    What can be implemented to increase technical play?
    There are plenty of ways to modify PvP. From shielding, to crowd control. But what makes crowd controls imbalanced? To answer from my own perspective, it can only be imbalanced by lack of counterplay. So what can we do about that?

    My suggestion is as followed:
    Adding a Technique Point Gauge [TP Bar] with a new revamp to it towards PvP.
    1000 TP [50-80 TP recovery/ 4s]
    • Functionality : Added Depth to PvP
    • Counterplay
    • Buffs
    • Empowered Weapon Skills / Abilities / Magic
    • Purify / Fetterward Multi-Use (Spamable)
    • Medical Kit / Potions
    • Similar to Feast calculations.
    Combo Swapping Abilities (Single Target and AoE)
    Eg: Similar to Monk going from Opo, Raptor, Coeurl Forms
    Similar to Monk PvE that can change to any 1 of 3 form moves, all classes are able to rotate between their designated Single Target to AoE combo without losing combo potency.
    Another Example not using Monk for a 3 part Combo:
    *Note: After using any GCD that is part of the 3 part combo, it will continue for all combos whether its the Single Target Combo or AoE combo and also depending on which part of rotation you are currently within either the Beginning Middle or End. *
    • Single > Single > Single
    • Single > AoE > AoE
    • Single > Single > AoE
    • AoE > Single > Single
    • Aoe > Single > AoE
    Increase Length of Holding off a rotation in a combo to 15s-20s.
    Reason: Many combos fall off in about 9.5-10s from every FFXIV Job.
    Can Help with Team Synergy and Burst Play
    Touch of Death Combos (ToD)
    Requires significant understanding of the game, class, and counterplay
    Weaving oGCDs
    Limit Breaks add value to already existing combo
    (3)
    Last edited by Oni_Akuma; 09-07-2022 at 08:42 AM.

  8. #218
    Player
    Oni_Akuma's Avatar
    Join Date
    Jul 2014
    Posts
    194
    Character
    Oni Akuma
    World
    Gilgamesh
    Main Class
    Pugilist Lv 90
    Theoretical idea: requires a lot of time and consideration to critically think multiple scenarios
    Class / Jobs Abilities: Return of Class Gauges
    *Note: Any move following a forward Slash (/) is an Empowered move under correct requirements.* (All Classes will have their gauges returned to PvE counterpart)
    [All classes will have 12-16 normal moves, or 4 - 8 additional abilities]
    Tanks:
    Paladin:
    Single Target:
    Fast Blade / Blade of Faith
    Riot Blade / Blade of Truth
    Rage of Halone / Blade of Valor
    AoE Target:
    Prominence /
    Holy Circle /
    Confiteor /
    Utilities:
    Cover / Area Cover
    Hallowed Ground
    Intervene
    (0)
    Last edited by Oni_Akuma; 09-06-2022 at 03:33 AM.

  9. #219
    Player
    Xel's Avatar
    Join Date
    Aug 2013
    Posts
    116
    Character
    Xel Xelpht
    World
    Goblin
    Main Class
    Gladiator Lv 90
    How to know your group has bots?

    The rest of your team focuses fires on killing targets!
    (1)

  10. #220
    Player JamieRose's Avatar
    Join Date
    Oct 2019
    Posts
    750
    Character
    Staribbon Xu
    World
    Maduin
    Main Class
    Scholar Lv 100
    I didn't think it was possible, but CC is now even worse than it was in Season 2. Getting Gold ranks on the other team, I'm now getting stun locked every time I dare to peek my head out.

    It's almost like Squeenix doesn't want anyone but botters to play CC.
    (2)

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