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  1. #1
    Player
    SomeGuy22's Avatar
    Join Date
    Apr 2022
    Posts
    132
    Character
    One-eyed Sveta
    World
    Diabolos
    Main Class
    Gunbreaker Lv 78
    My meteodrive combo...
    My stun into shoving the opponent towards my team...
    My excuse to look at six-sided star's animation every 15 secs during gameplay...

    (5)

  2. #2
    Player
    Teno's Avatar
    Join Date
    Jul 2014
    Posts
    888
    Character
    Teno Gestalt
    World
    Moogle
    Main Class
    Sage Lv 100
    Quote Originally Posted by SomeGuy22 View Post
    My meteodrive combo...
    My stun into shoving the opponent towards my team...
    My excuse to look at six-sided star's animation every 15 secs during gameplay...

    Yup, feels terrible to be honest, not mentioning how phantom rush damage appears ages after the skill animation concludes, much like so many spells now.... The days of fun yoinking are over it seems. I expected hit detection to feel more responsive too, not more unresponsive...
    (5)

  3. #3
    Player Mawlzy's Avatar
    Join Date
    Sep 2023
    Posts
    2,824
    Character
    Jessa Marko
    World
    Adamantoise
    Main Class
    Machinist Lv 100
    Quote Originally Posted by Teno View Post
    Yup, feels terrible to be honest, not mentioning how phantom rush damage appears ages after the skill animation concludes, much like so many spells now.... The days of fun yoinking are over it seems. I expected hit detection to feel more responsive too, not more unresponsive...
    Exactly this. It's really frustrating.
    (4)

  4. #4
    Player
    OnyxBlackheart's Avatar
    Join Date
    Oct 2017
    Location
    Ul'dah
    Posts
    10
    Character
    Sheida Djt-gilda
    World
    Zalera
    Main Class
    Gunbreaker Lv 60
    I am honestly curious if the PvP team even plays pvp. It is fascinating that they consistently get this stuff incorrect or done in the worst manner possible. What is the recruitment criteria? "Know what PvP means and you can be hired."
    Just once I'd like to see a video of the team giving their thought process on changes they are doing. I am legit curious where their mind is at when making changes. Not even just for frontline since it's whatever it'll always be hard to balance but for CC mainly. I get pvp is an afterthought but are people in the studio just drawing straws and whoever gets the short straw has to balance pvp for the xpac?

    Most importantly... Hire me SE... if I screwed up this much at my job I'd be fired... I'd love a job like this where I can mess up for years on end and still know my job is secured!

    Also love how the "improved" hit detection somehow made the game feel more unresponsive.
    (4)

  5. #5
    Player Mawlzy's Avatar
    Join Date
    Sep 2023
    Posts
    2,824
    Character
    Jessa Marko
    World
    Adamantoise
    Main Class
    Machinist Lv 100
    Quote Originally Posted by OnyxBlackheart View Post
    I am honestly curious if the PvP team even plays pvp. It is fascinating that they consistently get this stuff incorrect or done in the worst manner possible.
    I'm going to say they do play PvP, because imagining the hit detection change was made without a detailed comparison of before and after via playtesting is too mind-bending to contemplate.

    So how could they get this so wrong? Either they're completely incompetent, or this feels different when played with zero ping maybe?

    Like others have said, despite the failure to address DRK, I was really excited to see how the changes had shaken things up. There are some kits that I find more interesting including my WAR main.

    But after a few hours I was honestly distraught. There's an overall lack of responsiveness, along with the feeling that every time you press a button (skill or targeting), there's a little sadistic cyber-gnome rolling dice to modify the outcome.

    Is Crystalline Conflict this bad, or does the smaller team size ameliorate the problem? Because I don't think I can suffer this iteration of FL.
    (6)

  6. #6
    Player
    Loggos's Avatar
    Join Date
    Nov 2011
    Posts
    1,019
    Character
    Kaeya Alberich
    World
    Twintania
    Main Class
    Pictomancer Lv 100
    I'm glad others are talking about the responsiveness and targeting because I was wondering if I'm just imagining things.
    I've had several instances of skills just not going off (even when they were clearly not on CD) and at least on controller I feel like auto targeting is worse than before?
    This is just a feeling (I have no "hard data") but "target in the direction the character is facing" doesn't work reliably anymore I think?
    (2)

  7. #7
    Player Mawlzy's Avatar
    Join Date
    Sep 2023
    Posts
    2,824
    Character
    Jessa Marko
    World
    Adamantoise
    Main Class
    Machinist Lv 100
    Quote Originally Posted by Loggos View Post
    I'm glad others are talking about the responsiveness and targeting because I was wondering if I'm just imagining things.
    I've had several instances of skills just not going off (even when they were clearly not on CD) and at least on controller I feel like auto targeting is worse than before?
    This is just a feeling (I have no "hard data") but "target in the direction the character is facing" doesn't work reliably anymore I think?
    I'm not sure if auto-targeting is worse, since it was always borderline unusable. But something about targeting after the update is completely borked.

    I keybind to target nearest and have a bunch of targeting macros. Today, target nearest was so unpredictable that, along with all the other issues, I was firmly in DGAF mode. So I spent part of one match simply trying to make target nearest work consistently. This included running next to enemies and hitting target nearest, and half the time it very obviously didn't.

    I imagine this may again boil down to the hit detection change. Essentially where you see an enemy and where the server claims that enemy is when targeting is resolved are two very different things.

    Ironically, the main job that is mostly immune to such targeting problems is DRK lol. Awesome.
    (2)

  8. #8
    Player
    Loggos's Avatar
    Join Date
    Nov 2011
    Posts
    1,019
    Character
    Kaeya Alberich
    World
    Twintania
    Main Class
    Pictomancer Lv 100
    Quote Originally Posted by Mawlzy View Post
    snip
    Thank you for your feedback! That puts a lot of things into perspective...

    Quote Originally Posted by Mawlzy View Post
    Essentially where you see an enemy and where the server claims that enemy is when targeting is resolved are two very different things.
    This right here makes so much sense, I hadn't even considered it.

    Regarding CC, yeah I'd say it's the same (I've only played CC yesterday, no FL, so I can't compare but my CC experience was rather miserable).

    As for class reworks, I agree with those who criticise the loss of flavor.
    I can kind of see what they did with BLM because ironically it's now closer to the fire(damage)/ice(utility) dichotomy but tbh in terms of fun I prefer the old version.
    Superflare bind/freeze gameplay was just good.

    Disappointed in RDM and GNB. Not much to add to that. :/
    If they insist on ignoring guard with the new melee combo then they could have replaced the dot with the guard-breaking effect in black shift.

    AST has me torn. I'm glad we finally got a movement tool, which AST direly needed and at least there is still a semblance of RNG with the cards but it definitely lost part of its identity for the sake of simplicity. Once again.
    Double gravity is kind of hmm now. Extending heavy and removing bind for a stun that you can only use when you LB doesn't feel good as a tradeoff. (I get the stun is useful in the context of the LB and makes the latter a bit more reliable. But still. I don't know. Maybe I'm just salty right now.)

    Personally I also don't really like how PLD plays now.
    It may very well be because I'm not particularly good at this class and better players might appreciate the new damage and debuff but I miss the mobility of the two dash charges.

    In the past PLD kind of needed them because of sacred claim. Ppl would run away and you'd lose part of your healing but having a second dash charge was a good way to stop them from escaping.
    The new model with Holy Spirit's and Confiteor's big burst heals probably makes up for it (all in all it might even be better in terms of health regeneration?) but they also change the playstyle.
    I know the other tanks only have one dash charge too (though DRK has a dash reset condition iirc) but I felt like this was a nice perk/tradeoff of PLD as a class: making sustainability a bit more "challenging" but giving you more mobility (which can also translate into utility beyond just self-healing).
    So whereas DRK and War could pull ppl back in, PLD was better at chasing and was kind of "the fast" tank.
    I guess that's gone now.

    Perhaps if I get used to the new playstyle I'll end up liking it but right now it feels a bit meh.
    (2)
    Last edited by Loggos; 11-13-2024 at 09:12 PM.

  9. #9
    Player
    VictorSpoils's Avatar
    Join Date
    Mar 2022
    Posts
    959
    Character
    Victor Spoils
    World
    Coeurl
    Main Class
    Blue Mage Lv 80
    Not sure how to feel about the HP buffs (from GNB getting only 1500 to SMN getting 7500) or how everyone has to travel to a certain DC for ranked CC which was already struggling from low activity. And Borderland Ruins/Astragalos still haven't been readded or replaced. They even acknowledge Rival Wings exists but seem content with it having only one map for 7 years and counting.

    It's surprising the CC overtime limit went all the way to 25 minutes. Even though the vast majority of matches go to overtime (which is another grievance) virtually none of them take more than another 5 minutes.
    (2)

  10. #10
    Player
    Teno's Avatar
    Join Date
    Jul 2014
    Posts
    888
    Character
    Teno Gestalt
    World
    Moogle
    Main Class
    Sage Lv 100
    It feels like a lot of skill expression was removed for many jobs, with dumbing down akin to pve, and with their hit detection being so sluggish now. You hit a stun only for it to go off like what feels a second later, it's very off putting.

    Also no more RDM shift, no more GNB junction, no more BLM stun/dot fiesta, no MNK stun into knockback and such. More forgiving adjustments like SGE's phlegma follow-up or RDM's sequence as a whole.

    Not all good or bad but some of it has lost its spice at first glance and after a few hours of trying it out.
    (4)

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