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  1. #11
    Player
    Geryth's Avatar
    Join Date
    Feb 2014
    Posts
    339
    Character
    Geryth Drayfore
    World
    Mateus
    Main Class
    Dragoon Lv 90
    Quote Originally Posted by Genz View Post
    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
    1. Overwatch: Soldier and Hammond are exactly this
    2. Apex Legends: Sliding, core to mobility and maintaining speed, has some but limited use during actual combat
    3. WoW: Druid's travel form is basically FFXIV sprint
    4. LoL: Many, many abilities that are like this or very close where you lose your speed in combat, such as Taliyah's Rock Surfing ability (Warwick's Blood Hunt, Rammus's Power Ball etc.)
    5. Heroes of the Storm: Samuro's Wind Walk.
    6. DotA: Bone Fletcher/Clinkz's Wind Walk
    7. Wolfenstein: Enemy Territory's sprint worked almost exactly like this (it worked on a stamina bar and required shift to be held down, and you weren't as fast when shooting)

    The way sprint works in XIV PvP right now is absolutely nothing new and is an extremely common mechanic in various other games ranging from FPS's to MOBAs to MMOs. No need to imagine, chances are you've used this mechanic in many other games already.
    (1)

  2. #12
    Player
    Elfidan's Avatar
    Join Date
    Sep 2013
    Location
    The gates of Hades
    Posts
    764
    Character
    Elfidan Gadfor
    World
    Ultros
    Main Class
    Reaper Lv 100
    While it took a bit to get used to at the onset, I think it's fine how it is. It gives the retreating player a slight advantage to escape which is good since we want people to fall back and regroup in CC. Most classes have a means to root or stun them before they get out of range anyway.
    (0)

  3. #13
    Player
    Reinhardt_Azureheim's Avatar
    Join Date
    Oct 2017
    Posts
    2,731
    Character
    Reinhardt Azureheim
    World
    Alpha
    Main Class
    Dark Knight Lv 100
    Current iteration, while I personally hate it because of how people get away that shouldn't when I chase them, is fine. I got my personal beef with it, but it is actually balanced.
    (1)

  4. 10-28-2022 01:43 AM

  5. #14
    Player
    VoidsentStatus's Avatar
    Join Date
    Apr 2022
    Posts
    379
    Character
    Voidsent Veneer
    World
    Halicarnassus
    Main Class
    Paladin Lv 100
    Quote Originally Posted by Mithron View Post
    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.
    As an Aether, Primal, and Crystal DC Crystal ranked Bard for every season so far, that first sentence is straight garbage in accuracy. There's always been coordination in Plat+ elo in a significant amount of games when you have someone shoutcalling. I don't think at any point have I ever went more than 5 matches without team coordination on marked targets in that elo bracket.
    (0)

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