1 - MAX 1 healer & 1 tank per group
2 - One shot kill abilities need to be removed (ninja LB, sam LB, etc)
3 - Pick up potions should be removed from the map
4 - Remove time limit for claiming end of season rewards
1 - MAX 1 healer & 1 tank per group
2 - One shot kill abilities need to be removed (ninja LB, sam LB, etc)
3 - Pick up potions should be removed from the map
4 - Remove time limit for claiming end of season rewards
Last edited by Josebm; 04-12-2023 at 06:23 AM.
1 - Why? Roles are agnostic. Neither tanks or healers are actually tanks or healers and PLD is the only one that is actually "tanky."
2 - The UI tells you if someone has LB or not. Bait the NIN and keep your HP above 50%. Its not difficult to make them waste it. SAM is literally as simple as marking them with the do not attack marker and then just ignoring them or stunning them and kill them.
3 - Why?
4 - Why?
I agree with adjusting the instant kill abilities since they all feel really bad to use/go up against. I don't know what you are referring to exactly with #4 though, since I don't know if you mean series battle pass or ranked rewards, but I think. The other two issues are not issues at all since being a tank/healer has no direct advantage and map spawn potions are perfectly fine.
Not getting killed by SAM LB is so easy though... how do so many on the forums have problems with it?
Will put you on ignore if you can't form a logical argument but argue nonetheless
1- For better balance in a match1 - Why? Roles are agnostic. Neither tanks or healers are actually tanks or healers and PLD is the only one that is actually "tanky."
2 - The UI tells you if someone has LB or not. Bait the NIN and keep your HP above 50%. Its not difficult to make them waste it. SAM is literally as simple as marking them with the do not attack marker and then just ignoring them or stunning them and kill them.
3 - Why?
4 - Why?
2- What does ui have to do with what I said, I never said it was a ui issue, also if your suggestion is "just ignore them" then LOL
3- There is already enough healing
4- why? why tf not? lol imagine having an issue with #4
#4 is just receiving previous season rewards if you didn't collect them before the new season started
what everybody reads:
what I read :1 - Why? Roles are agnostic. Neither tanks or healers are actually tanks or healers and PLD is the only one that is actually "tanky."
2 - The UI tells you if someone has LB or not. Bait the NIN and keep your HP above 50%. Its not difficult to make them waste it. SAM is literally as simple as marking them with the do not attack marker and then just ignoring them or stunning them and kill them.
3 - Why?
4 - Why?
1 - I'm better than you ( blablablabalbalablabal, I posted 3000 time on this forum)
2 - I'm better than you ( Blbalbalablabalbalabla, I posted 3000 time on this forum)
3 - I'm better than you (blablablabalbalbalabla, I posted 3000 time on this forum)
4 - I'm better than you (balbalbalabalbalbala, I posted 3000 time on this forum)
http://king.canadane.com
I find it unlikely CC matches will be balanced any time soon, the whole removal of the class limit was actually a stated feature to differentiate it from Feast. Queue time wise it also helps as forcing role restrictions was a major reason why queues would struggle to amount to anything outside of the briefest period of Feast Seasons starting up, Crystalline Conflict avoids that problem... somewhat.
Execution abilities in general are indeed a bad match for FF14, the server response is often too slow, and for some cases the threshold is far too lenient versus the work that defeating opponents would otherwise take. Health loss is childishly easy in the current PvP game mode, crowd control effects even easier, and with so many snapshots to worry about it's easy to see why people get so frustrated when forced to deal with classes that have Executes in their kit. Ironically MCH probably receives the least amount of flak these days despite technically qualifying, as it's more down to RNG and no longer outright kills someone, just mostly.
Have no real issue with the other two details, potions are a tactical option and don't detract from gameplay, though I do wish that standing on them for three seconds while injured would actually result in a pickup reliably... they did say they increased the range. :X
As for rewards, again, that's just icing on the cake. They are also available for a long time, though wouldn't be opposed to it being available for purchase at a later time, heavens' know the currency just goes to waste most of the time.
Server tick rate often is an issue in regards to this, though that works both ways, as people playing SAM often times find their Chiten ends up being useless too. So it's basically more lenient are mechanic for some people versus others as you can end up trapped into hitting enemies despite trying to avoid it. This is even more pronounced for ranged classes like Dancer or BLM or who typically can't help it even if aware.
Of course it could also be people just not paying attention too, but 7/10 times it's a case of the system taking too long to provide feedback and allowing reaction, and again, it goes both ways as some SAM players suffer extra hard to achieve the same results, typically debuffs wear off while the LB is casting for such folks.
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