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  1. #1
    Player
    Arzalis's Avatar
    Join Date
    Aug 2013
    Posts
    413
    Character
    Kemi Epoc
    World
    Balmung
    Main Class
    Machinist Lv 82
    Frontlines is pretty bad right now. The fact they removed CC diminishing returns is just baffling to me. You can be stunned from 0->100 and premades are taking advantage of this. I'm fine with some CC and understand premades have a bit of an advantage, but you shouldn't be able to prevent someone from actually playing entirely like that. Purify is pretty bad too. I'm pretty sure it works on less things than it doesn't at this point.

    If you do somehow manage to survive with something like a lucky guard that the server was on your side for and prevent the CC, you'll just get pulled back and die anyway the moment guard is over.

    I actually saw someone get pulled 3-4 times in a row in one of my more recent frontlines matches. The fact that's even possible is pretty rough.
    (6)
    Last edited by Arzalis; 08-04-2022 at 12:39 PM.

  2. #2
    Player Ransu's Avatar
    Join Date
    May 2014
    Location
    Leaving my SAM in Kugane
    Posts
    2,948
    Character
    Raansu Omiyari
    World
    Gilgamesh
    Main Class
    Samurai Lv 100
    Quote Originally Posted by Arzalis View Post
    Frontlines is pretty bad right now. The fact they removed CC diminishing returns is just baffling to me. You can be stunned from 0->100 and premades are taking advantage of this. I'm fine with some CC and understand premades have a bit of an advantage, but you shouldn't be able to prevent someone from actually playing entirely like that. Purify is pretty bad too. I'm pretty sure it works on less things than it doesn't at this point.

    If you do somehow manage to survive with something like a lucky guard that the server was on your side for and prevent the CC, you'll just get pulled back and die anyway the moment guard is over.

    I actually saw someone get pulled 3-4 times in a row in one of my more recent frontlines matches. The fact that's even possible is pretty rough.
    I'd like to see them use something similar to swtor's resolve system where the bar fills up every time you get stunned/mezzed and once its full you can't be stunned again for 15 seconds and roots turn into slows. Two 8 second stuns/mezzes would max out the bar and smart players would save their CC break for when their resolve bar was full giving them 15s of immunity.

    Quote Originally Posted by george357 View Post
    angry people raging demanding calling names sounds like pvp players to me chill and stop being babys the forums are for reason and logical feed back not ranting post's
    I have never once seen you contribute to a thread...All your posts are like this where its basically just insults and trolling.
    (0)

  3. #3
    Player Ransu's Avatar
    Join Date
    May 2014
    Location
    Leaving my SAM in Kugane
    Posts
    2,948
    Character
    Raansu Omiyari
    World
    Gilgamesh
    Main Class
    Samurai Lv 100
    I don't think resolve is really all that complicated. I especially enjoyed having a visual representation of when when someone could or could not be stunned. I never really cared for how DR works and the lack of visual cues for it.
    (1)

  4. #4
    Player
    TheElvenQueen's Avatar
    Join Date
    Jul 2022
    Posts
    30
    Character
    Elven Queen
    World
    Lich
    Main Class
    Goldsmith Lv 90
    My first instinctive approach to improving pvp would be:

    - reduce all dmg done 50%
    - reduce all healing 50%
    - put sprint on 30sec cd, lasting 10 sec, doesn't end in combat
    - change stun/polymorph cc into debuffs:
    victims have 30% reduced movement speed/healing power
    - snares reduce movement speed by 20%
    - reduce general baseline movement speed by 20%, no more silly iceskate zooming in and out.

    That would be a good start, now players could fight more and enjoy combat, work their dmg and heals, no burst kills, more control.

    Next thing, change purify to "heroism" with a 1-3min cd lasting 4-10 sec and giving immunity to all cc no matter what.
    The bubble should be renamed to a passive skill "adrenaline" that can proc only if you are hit by (fighting vs) 3 or more,
    1min internal cd, reduces all dmg taken 20-30% for 5-10 sec depending on how many are fighting you, "the more, the more".
    Balances out most 5v1 ganging up on people situations.

    Something in that general direction would make everything way more playable.
    And most importantly: update/upgrade the servers, tickrate, and change it to predictive mode
    so skills pop off when they need to, and not like they do now, 2-3 seconds late, as if you had 500 ping.
    (2)

  5. #5
    Player
    Reinhardt_Azureheim's Avatar
    Join Date
    Oct 2017
    Posts
    2,698
    Character
    Reinhardt Azureheim
    World
    Alpha
    Main Class
    Dark Knight Lv 100
    Quote Originally Posted by TheElvenQueen View Post
    My first instinctive approach to improving pvp would be:

    - reduce all dmg done 50%
    - reduce all healing 50%
    - put sprint on 30sec cd, lasting 10 sec, doesn't end in combat
    - change stun/polymorph cc into debuffs:
    victims have 30% reduced movement speed/healing power
    - snares reduce movement speed by 20%
    - reduce general baseline movement speed by 20%, no more silly iceskate zooming in and out.

    That would be a good start, now players could fight more and enjoy combat, work their dmg and heals, no burst kills, more control.

    Next thing, change purify to "heroism" with a 1-3min cd lasting 4-10 sec and giving immunity to all cc no matter what.
    The bubble should be renamed to a passive skill "adrenaline" that can proc only if you are hit by (fighting vs) 3 or more,
    1min internal cd, reduces all dmg taken 20-30% for 5-10 sec depending on how many are fighting you, "the more, the more".
    Balances out most 5v1 ganging up on people situations.

    Something in that general direction would make everything way more playable.
    And most importantly: update/upgrade the servers, tickrate, and change it to predictive mode
    so skills pop off when they need to, and not like they do now, 2-3 seconds late, as if you had 500 ping.
    Or... keep the speed of the game and how CC works and simply reintroduce the cooldown that actually lets you engage without sacrificing Purify or Guard:

    Fetter Ward
    Cooldown: 30s
    Duration: 5-6s
    Effect: Full immunity to CC akin to Guard (Polymorph included) while active, does not reduce damage or lock out actions.

    This was available to melee players in Feast, but was not as relevant due to how combat and CC scarcity operated. However now is arguably a good reason to bring it back as an all-class action, without drastically redesigning the combat (other than adjusting some power in jobs, like a Monk or Ninja with CC immunity would be hell).

    And certain CC abilities need some toning, like Polymorph as a regular cooldown should not ignore CC immunity and Bard' Silence should seriously not last 3s while having access to a 3s Bind and being ranged. Silence + Bind is essentially a stun and we reduced DPS stuns down to 2 seconds already.

    That and we should really give each job additional buttons so we reach 16 (without Sprint) like we did before in Feast.
    (2)

  6. #6
    Player
    ThaCa's Avatar
    Join Date
    Mar 2022
    Posts
    853
    Character
    Wise Fuchsia
    World
    Phantom
    Main Class
    Summoner Lv 90
    Quote Originally Posted by Reinhardt_Azureheim View Post
    Or... keep the speed of the game and how CC works and simply reintroduce the cooldown that actually lets you engage without sacrificing Purify or Guard:

    Fetter Ward
    Cooldown: 30s
    Duration: 5-6s
    Effect: Full immunity to CC akin to Guard (Polymorph included) while active, does not reduce damage or lock out actions.

    This was available to melee players in Feast, but was not as relevant due to how combat and CC scarcity operated. However now is arguably a good reason to bring it back as an all-class action, without drastically redesigning the combat (other than adjusting some power in jobs, like a Monk or Ninja with CC immunity would be hell).

    And certain CC abilities need some toning, like Polymorph as a regular cooldown should not ignore CC immunity and Bard' Silence should seriously not last 3s while having access to a 3s Bind and being ranged. Silence + Bind is essentially a stun and we reduced DPS stuns down to 2 seconds already.

    That and we should really give each job additional buttons so we reach 16 (without Sprint) like we did before in Feast.
    If you are lowering Bard CC to 2 seconds you better make it AoE like Red Mage has.
    (0)

  7. #7
    Player
    Reinhardt_Azureheim's Avatar
    Join Date
    Oct 2017
    Posts
    2,698
    Character
    Reinhardt Azureheim
    World
    Alpha
    Main Class
    Dark Knight Lv 100
    Quote Originally Posted by ThaCa View Post
    If you are lowering Bard CC to 2 seconds you better make it AoE like Red Mage has.
    RDM's silence is a GCD that you can't weave, BRD can do his mid burst.

    No.
    (0)

  8. #8
    Player
    Vatom's Avatar
    Join Date
    May 2020
    Posts
    548
    Character
    Vatom Basilisk
    World
    Midgardsormr
    Main Class
    Samurai Lv 100
    Quote Originally Posted by Reinhardt_Azureheim View Post
    Or... keep the speed of the game and how CC works and simply reintroduce the cooldown that actually lets you engage without sacrificing Purify or Guard:

    Fetter Ward
    Cooldown: 30s
    Duration: 5-6s
    Effect: Full immunity to CC akin to Guard (Polymorph included) while active, does not reduce damage or lock out actions.

    This was available to melee players in Feast, but was not as relevant due to how combat and CC scarcity operated. However now is arguably a good reason to bring it back as an all-class action, without drastically redesigning the combat (other than adjusting some power in jobs, like a Monk or Ninja with CC immunity would be hell).

    And certain CC abilities need some toning, like Polymorph as a regular cooldown should not ignore CC immunity and Bard' Silence should seriously not last 3s while having access to a 3s Bind and being ranged. Silence + Bind is essentially a stun and we reduced DPS stuns down to 2 seconds already.

    That and we should really give each job additional buttons so we reach 16 (without Sprint) like we did before in Feast.
    Defiantly miss the optional skill
    (1)
    Free the Glam!, Duel Pistols (Gunner)?

  9. #9
    Player
    InkB's Avatar
    Join Date
    Aug 2020
    Location
    Gridania
    Posts
    58
    Character
    Ink F'rahko
    World
    Omega
    Main Class
    Sage Lv 90
    Quote Originally Posted by TheElvenQueen View Post
    My first instinctive approach to improving pvp would be:

    - reduce all dmg done 50%
    - reduce all healing 50%
    - change stun/polymorph cc into debuffs:
    victims have 30% reduced movement speed/healing power
    That would just make jobs with oneshot abilities (SAM, NIN, MCH(3% chance lol)) more meta. Its not always about damage, lot of people in lower ranks in any multiplayer game tend to be too agressive and go 1v2+. Im not saying you are one of them, ofc.

    They probably thought the meta would be more bunker due guard and "everyone has heal" additions - so there would be need of oneshot abilities or high damage. But guess it turned out to be burst meta cranked to 11.

    I also honestly believe that the reason we have infinite sprint is because there was cheat in feast and old pvp where some people had infinite sprint. So instead, they gave it to everyone.

    Personally, Im not fan of oneshot abilities. The idea of them being counter to "bunker meta" is nice on theory, but I dont like how easy it is to pull off. Yes one could argue that SAM oneshot requires setup but with the ping, snapshots and whatevers you tend to attack SAM with the Chiten up even if you didnt want to. And the amount of times you fall below 50% hp in any mode is bit absurd, making it very simple for NIN to LB kill you.

    Thats why using hard CC on someone for +3s (chiten debuff lasts 3s) is crucial if you dont want SAM to LB potentially whole team.

    If you want to remove hard CC chaining, remove oneshot abilities like SAM chiten+LB - imo anyway.
    (1)
    Quote Originally Posted by InkB View Post
    So I ask:
    If CC is okay why wouldnt I be allowed to ask for E10 boss? Then I can just say "Just dont buy it lel" and "nah fam its ok, you are just using slippery slope. Its just 2 bosses bro its fine. It wont happen again. At least we arent WoW!"

  10. #10
    Player
    Oni_Akuma's Avatar
    Join Date
    Jul 2014
    Posts
    194
    Character
    Oni Akuma
    World
    Gilgamesh
    Main Class
    Pugilist Lv 90
    I'll keep it simple and stupid.
    Just like how we prove our hard work, job class and understanding of the game in PvE. It should also show in apparently in PvP too. First of all it's a contest of skill not single minded button pressing.

    Square enix deviated from their original calculations to a more flat based damage scaling. Meaning whoever has more APM is a better class. But things also do not fall in place with what I'm saying about apm either. It goes a lot deep than the surface level I am talking about.

    With the removal of some buttons it also reduced technical play by a huge margin. Plus removing "class roles" is the biggest imbalance upon itself.
    (0)

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