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  1. #1
    Player
    Avatar de Silly_Rabbit
    Inscrit
    dcembre 2021
    Messages
    47
    Character
    Silly Rabbit
    World
    Phoenix
    Main Class
    Ninja Lv 90

    PVP sprint opinions

    Was wondering what are people opinion on infinite and unhindered sprint in PVP.

    I find it's especially frustrating when you drop sprint every time you make attack while someone escaping doesn't.

    What i would like to see is:

    1) Sprint having cd and duration
    2) it drops when getting attacked
    (6)

  2. #2
    Player
    Avatar de MintnHoney
    Inscrit
    septembre 2015
    Messages
    903
    Character
    Aylin Bielawska
    World
    Adamantoise
    Main Class
    Astromancien Lv 90
    Citation Envoyé par Silly_Rabbit Voir le message
    Was wondering what are people opinion on infinite and unhindered sprint in PVP.

    I find it's especially frustrating when you drop sprint every time you make attack while someone escaping doesn't.

    What i would like to see is:

    1) Sprint having cd and duration
    2) it drops when getting attacked
    Considering how often I see people experience, and how often I experience, the half-mile pull from a latency-heavy WAR, or the infinitely more aggressive massive pull-in from a Dark Knight, and considering there are actually many ways that sprint can, in fact, be hindered (via the use of almost any CC), I don't see a problem with someone having to slow down to attack and/or use abilities vs someone specifically focusing on running, and, should the attack or ability not defeat or otherwise inhibit the target from getting away, the target succeeding in getting away.

    Your idea would just make jobs that don't have an ability-related means of escape suffer even more than they already do (because those jobs are already far more likely to be pinned down by even just 1 opposing player), and just make it that much easier for jobs that have rush-down abilities to get more KOs with significantly less effort. Particularly that last bit, I'm unconvinced that any melee DPS in this game needs the scales tipped any further in their favor as it is, as they would be the ones who benefit the most from this change.

    Thus, I believe "infinite sprint" is fine, especially because there are many alternative modes of movement that are not only faster but also provide various effects. It's literally the bottom of the barrel as far as movement abilities are concerned.
    (6)

  3. #3
    Player
    Avatar de Towa-Musa
    Inscrit
    mai 2022
    Messages
    1 060
    Character
    Towa Musa
    World
    Mateus
    Main Class
    Pistosabreur Lv 99
    bring bolt back, please!
    (0)

  4. #4
    Player
    Avatar de Garten
    Inscrit
    aot 2013
    Messages
    420
    Character
    Garten Rei
    World
    Moogle
    Main Class
    Astromancien Lv 90
    Citation Envoyé par Silly_Rabbit Voir le message
    Was wondering what are people opinion on infinite and unhindered sprint in PVP.

    I find it's especially frustrating when you drop sprint every time you make attack while someone escaping doesn't.

    What i would like to see is:

    1) Sprint having cd and duration
    2) it drops when getting attacked
    I agree so much with you that One like Is not enough. I hate how sprint Is handled.. paired with FOUR heals (+maybe some from your job), teleports, shields, immunity to cc (when It works) etc.. if someone wants to run away and there Is not 32 ppl attacking them, they Will escape..
    (1)

  5. #5
    Player
    Avatar de Karasio
    Inscrit
    novembre 2019
    Lieu
    Gridania
    Messages
    191
    Character
    Silver Faye
    World
    Louisoix
    Main Class
    Chevalier dragon Lv 90
    Citation Envoyé par Garten Voir le message
    I agree so much with you that One like Is not enough. I hate how sprint Is handled.. paired with FOUR heals (+maybe some from your job), teleports, shields, immunity to cc (when It works) etc.. if someone wants to run away and there Is not 32 ppl attacking them, they Will escape..
    It's pretty easy to chain CC and just burst someone down, regardless of heals if everyone on your team is targeting one person. Bit different in FL, but that's an issue on its own
    (1)

  6. #6
    Player Avatar de Mithron
    Inscrit
    dcembre 2016
    Lieu
    Ul'dah
    Messages
    699
    Character
    Mithron Scarlet
    World
    Gilgamesh
    Main Class
    Paladin Lv 100
    Citation Envoyé par Karasio Voir le message
    It's pretty easy to chain CC and just burst someone down, regardless of heals if everyone on your team is targeting one person. Bit different in FL, but that's an issue on its own
    It's not easy to chain CC and burst someone down if everyone is targeting one person because even at Aether Crystal rank in Crystaline Conflict, your team is worse than headless Enkindus and will never coordinate so anything that improves my own individual ability to kill you regardless of what my team is doing is something that this game desperately needs. I think Sprint having no cooldown is fine, but I think it should be cancelled after two GCD hits. Just one GCD would make it far too unreliable to be useful when you actually do need to escape all the currently OP melee DPS, but canceling it after two would be fair and make positioning more important.
    (0)

  7. #7
    Player
    Avatar de Geryth
    Inscrit
    fvrier 2014
    Messages
    339
    Character
    Geryth Drayfore
    World
    Mateus
    Main Class
    Chevalier dragon Lv 90
    I like sprint how it is currently. The current design makes it more of a defensive tool and less of an offensive tool, but it's still good at both. Someone being focused and running can't sprint and recuperate at the same time so they have to use awareness to figure out which one will let them escape alive. And someone chasing for a kill needs to carefully time their CC.

    There's also nothing wrong with sprint as a CD that lasts X amount of time, but it equalizes its power level as a tool to run/chase.

    But there is another key difference between those sprint designs, and that's how sprint behaves as a resource (CD) vs. a tool (non-CD). When sprint has a CD and is a resource, you are more careful about when to use it, and the game overall slows down. You'll have to choose whether it's worth spending your CD (a vital tool to staying alive or securing kills) for simply moving around the map, such as getting back to your team and/or objectives after respawning. When sprint is a tool always at your disposal, you're going to use it every single time it makes sense to do so. This brings us a faster paced game, even when sprint is disabled during combat.

    Both designs have their merits and provide interesting gameplay. But overall I love the current pacing of Crystal Conflict and I think the sprint-as-a-tool design has a lot to do with it.
    (2)

  8. #8
    Player
    Avatar de Divinemights
    Inscrit
    juillet 2016
    Messages
    2 145
    Character
    Altria Pendragons
    World
    Leviathan
    Main Class
    Ninja Lv 100
    Citation Envoyé par Silly_Rabbit Voir le message
    Was wondering what are people opinion on infinite and unhindered sprint in PVP.

    I find it's especially frustrating when you drop sprint every time you make attack while someone escaping doesn't.

    What i would like to see is:

    1) Sprint having cd and duration
    2) it drops when getting attacked
    I find it irony that everything people suggesting now adays is revert PvP back to 5.0 version
    (1)

  9. #9
    Player
    Avatar de Genz
    Inscrit
    mars 2011
    Messages
    1 039
    Character
    Genz Kawakami
    World
    Louisoix
    Main Class
    Mage blanc Lv 100
    The current sprint looks like another hint the devs don't know what they were doing with the 6.1 update. It's probably supposed to be a QoL, but it's very powerful and the right way to use it is to use it more or less every time. From a simple UX point of view, it's laughable (imagine any other game where the character slows down when attacking, and the player has to push a key to get back to normal speed)

    If the devs care, I wouldn't be surprised if they update it to : sprint activate automatically after 5s without action + Bolt reintroduced for on-demand sprint with a cooldown.
    (3)

  10. #10
    Player
    Avatar de Silly_Rabbit
    Inscrit
    dcembre 2021
    Messages
    47
    Character
    Silly Rabbit
    World
    Phoenix
    Main Class
    Ninja Lv 90
    Citation Envoyé par Genz Voir le message
    The current sprint looks like another hint the devs don't know what they were doing with the 6.1 update. It's probably supposed to be a QoL, but it's very powerful and the right way to use it is to use it more or less every time. From a simple UX point of view, it's laughable (imagine any other game where the character slows down when attacking, and the player has to push a key to get back to normal speed)

    If the devs care, I wouldn't be surprised if they update it to : sprint activate automatically after 5s without action + Bolt reintroduced for on-demand sprint with a cooldown.
    I agree. Sprint should be passive that activates after 5-10 sec out of combat.

    And having bolt with CD would make actually people consider if they want to use it offensively or defensively.
    (0)

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