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  1. #1
    Player
    Zofian's Avatar
    Join Date
    Jun 2020
    Posts
    130
    Character
    S'hozqha Kalaquaz
    World
    Shinryu
    Main Class
    Arcanist Lv 2

    A small fruit basket selection of PvP issues/fixes.

    Remove DRK's Salted Earth at least temporarily until something can replace it. We've all had a big laugh being on either side of what has long reached exploit level after more people formed dedicated premades the more it wasn't fixed. The DRK spam that quite frankly interferes with games, is not intentional. This isn't 'meta' as there isn't even supposed to be a meta. In general, PvP should not contain anything that changes the position of another player, whether draw-in or knock-back. Stun locks probably wouldn't be as bad, if other issues like this were removed. Perhaps replacing Salted Earth with a Living Shadow based ability would be a good experiment.

    Paladin has far too much sustain, this is just being abused as it's not intended to be for hanging out at another team's spawn and drawing players away from what their focus should be. And it embarasses the PvP mode when 8 people are chasing a paladin who is just jogging away and looking back saying 'hey, how's it goin'. 10 seconds of invincibility is a long time in PvP, it could at least drop to 8, and make the Guardian skill drain the Paladin's MP. Other classes are capable of doing this too, but it's mostly Paladins, who clog up the field in general just by existing. Note that they also have a gap closer and short recast stun ability on top of everything else. They are too powerful but not in regards to damage, they're just 'there' and I lose interest in the game when I see one.

    Dancer's LB is sporadic, it's often useless and the user can often die before the effect goes off- so no one gets stunned/seduced and your LB bar gets emptied. In the past it was more reliable somehow. At the other end of things, I find myself getting stunned/seduced by a Dancer's LB when the dancer is approx 40 yalms away from me/a little Dancer title visible over a players head in the limits of draw distance. How is that even happening? I might have been within LB range of the Dancer 10 seconds ago, but not now.

    Red Mage - Remove the huge circles under you.

    Samurai's LB - similar, getting KO'd when outside of it's range or line of sight. And seems unreliable, as enemies who are in the path and Kuzushi'd often don't get KO'd. Is it actually programmed to not KO in-path Kuzushi'd enemies if the target itself is not Kuzushi'd? And sometimes it KO's Kuzushi'd enemies that were behind the Samurai the whole time with a decent gap. Would be nice for it to gain a PvP version of Enpi though, so SAMs can sling out some little stings from range here and there. If you are faced with a large mob of enemy team, you cannot engage/do anything meaningful unless you have about the same amount of people with you, so the Enpi would help.

    Machinist - Should be able to choose which skill to use at any time, rather than the 4-skill-cycle. Perhaps make it like Ninja's skills, so that you can't do the same one twice in a row, to prevent the rise of gangs of Machinists spam gambling on the saw blade skill.

    Black Mage- Could use another shield of some kind, as Burst is useless unless it's used with Aetherial Manipulation. Note that Black Mages are somewhat the #1 target to extract and KO from an enemy group, which devalues the shields they do have (LB and Burst) as they get attacked so hard. Partially because they are soft targets and also yes they can be powerful. Machinists are soft targets too and are only the #1 easiest dunk on the field in general because they have no escape/movement ability. Perhaps changing Aetherial Manipulation to work like Ninja's Shukuchi will solve the sustain issue easiest as it's harder for controller players to target a teammate in time to make use of it. Or perhaps something fun could be an ability that makes enemy teams see your Black Mage as their colour for 10 seconds and you can't be targetted and maybe damaged by that team (perhaps it turns off once you use an attack/damage ability). The ability would have you target an enemy and you then become that player's colour and job class in name (you still are dressed in your mage outfit though) during that scenario.

    Limit Breaks should override everything and be activatable at any time they are ready, no stuns/sleep or anything else should be able to stop you from using it.

    Consider adding a mount fuel gauge, as something just feels off about the current ability to travel at faster speed endlessly and it's annoying. In scenarios where 2 players are trying to get away from 5 or more, you just kinda get robbed when you are (in real terms) going to get away, but one of them keeps mounting and closing the gap and stunning you/knocking you off your mount etc and it just cheapens the outcome. Perhaps your mount fuel goes down and very very slowly goes back up unless you are KO'd. Base it off of aether or maybe even make it so that using the Elixir uses up 50 fuel or something.

    Speaking of Elixir, might be a good idea to remove the sound effect and the visual effect as this will cut down the workload of having to deal with reports of people using on top of KO'd people as harassment. If PvP was overhauled and became skill based and not RNG based, this wouldn't be an issue at all though.
    (0)
    Last edited by Zofian; 08-27-2024 at 06:27 PM.

  2. #2
    Player
    Valence's Avatar
    Join Date
    Oct 2018
    Posts
    4,592
    Character
    Sunie Dakwhil
    World
    Twintania
    Main Class
    Machinist Lv 100
    I'd assume that the comment on PLD stems from weird low level games? Or FLs perhaps? It sounds like it would make more sense in FLs... I've never seen something like this happen in CC and in fact, there is much more survivable tanks than PLD (notably tank junctioned GNB). If anything PLD is barely a threat in FLs, but it can find valuable uses as a pocket cover for the DNC/RPR, or even the DRK of premades.

    DNC is a high risk high reward LB, but I do feel the constraints you have to watch for just in order to pull one off successfully is a little high.

    RDM: why? Would you remove buffs like Rising Phoenix on MNK as well? Or anything visual announcing what the enemy is doing, which can allow for counter play? Why would you do that for RDM? Knowing what stance the enemy RDM is in is part of the game.

    SAM: The only reason you're dying when LoS is the same reason you're dying from Spite while LoS. You were not LoS when the enemy used the LB, you were LoS only when the damage and animation resolved. Zantetsuken is also a LB that hits on a radius around the target, and not in a line AoE in the samurai's path when it dashes to the target, so that's why your kuzushi'd targets aren't dying to it if they're not close to the main target. It can be confusing since Soten deals damage in a line AoE, and Zantetsuken doesn't.

    MCH: Why homogenizing the job and make it like Nin? There hasn't been gambling on Chainsaw for years, it doesnt have a 3-5% chance of KO anymore. If you're talking within the realm of FLs, I guess?

    BLM. Burst isn't useless and you don't have to always use it on a target if you're about to be bursted by the enemy team. Just learn to use it better. Adding another shield would be completely broken, current Burst shield is already crazy high. If you're speaking within the realm of FLs, the problem isn't Burst, the problem is that ranged are garbage in that mode and keel over at the smallest hit (or rather, melees are way too strong). If you don't want to die, learn to position better, and when to go in and out if you have to.

    LBs: I'm sorry what?

    Mounts: they used to only have base speed before the pvp rework of ShB, which tended to make FLs more tactical and have smaller skirmishes all around the map objectives due to the time it took to travel around. The con was that if you died, you spent a lot of time going back to your team/groups.
    (2)

  3. #3
    Player
    Atreus's Avatar
    Join Date
    May 2011
    Posts
    900
    Character
    Atreus Auditore
    World
    Faerie
    Main Class
    Paladin Lv 100
    I can see this is really geared toward Frontline lol
    (2)
    Team Hello First Time - Fan Fest 2016 Feast Exhibition
    Team Stoodges - Crystalline Conflict Community Cup 2025

  4. #4
    Player
    joansbones's Avatar
    Join Date
    Jun 2017
    Posts
    21
    Character
    Bigg Succ
    World
    Coeurl
    Main Class
    White Mage Lv 96
    im eternally grateful that the devs never listen to the pvp forums
    (8)

  5. #5
    Player
    Lydia77's Avatar
    Join Date
    Feb 2024
    Posts
    44
    Character
    Sa'eln Wolndara
    World
    Spriggan
    Main Class
    Dancer Lv 100
    And noone commented on salted earth.
    Right....
    (0)