Casual CC is still also 100% unplayable (thanks to wintraders) so that's all for CC indefinitely. No way anyone soloing can be arsed to sit through 15 minutes of an inevitable loss.
Casual CC is still also 100% unplayable (thanks to wintraders) so that's all for CC indefinitely. No way anyone soloing can be arsed to sit through 15 minutes of an inevitable loss.
Last edited by VictorSpoils; 11-13-2024 at 01:55 PM.

new BLM![]()
The hit detection is much worse now than before because there's always a 1 second delay on every single hit.
I was expecting them to make guard and purify more responsive, not make everything else slower.




I kinda predicted it. The only reason they changed hit resolution is because of people complaining about it while not understanding what a snapshot is and how it works (which is the same in pve btw), and thinking guard doesn't work as a result when it actually does. I need to play more pvp to get a better feel for it but it looks terrible at first glance. Haven't had the time to try out Spite either, but if the LB doesn't snapshot at activation like it used to, then rip MCH, that's all I'm gonna say.




Yeah as a MCH main I'm not playing it in ranked this time for sure.
Not only the cast times and heat stacks was a meme already, but they doubled down on it. 25% mobility is great, but if you can't control when you get it it might as well just be a gimmick.



Ok played some more and it's just the combination of bad changes adding up for me:
1. Input ignored - the amount of times I though "I swear I pressed this button" only for nothing to happen is just too high at this point. It's particularly depressing when it comes to defensive skills. Holy Sheltron? I swear I pressed that one. Tempera Coat? Didn't I press-...Etc.
Worst, since it worked before it's so ingrained into my muscle memory that I sometimes don't notice right away. Because in the past I didn't need to check. Now I get stun-locked into oblivion only for me to realise that Purify didn't activate.
2. Delay - Everything's been said on that one. It's just sad.
3. Targeting - not sure if it has become worse (though Mawlzy's explanation sounds very plausible) but auto-target sometimes even selects someone behind a wall much further away from me while ignoring the person standing closer and in my line of sight.
Now the next one is a skill issue I guess, but personally I'm just not enjoying the new meta. I know change is change but this one's not for me.
4. Massive shift in "ranged - melee" balance:
Since damage has increased and more classes got stun/silence/draw ins/screw guard (I think? - though BLM and MNK lost theirs)* while Purify has been decreased to 3 seconds playing melee feels a lot more punishing now.
It doesn't really make much sense to add more means to disable other players while decreasing their protective abilities to meaningfully play around that.
Now getting chain-stunned happens even more often and there's just nothing you can do. You can't even guard properly because now many classes can lower or ignore your guard.
Healing has increased a bit but I think it's vastly outpaced by the increase in damage (if you have one extra 8k heal but everyone else gets one extra 8k damage skill, well...)
Healers got more AoE and single-target healing but you don't always have a healer on your team while you'll always have increased damage because everyone's damage has gone up.
Overall playing ranged seems considerably more rewarding and just safer/more comfortable to me? The "ranged but more fragile" trade-off doesn't hit as hard anymore I think.
* I haven't counted the number of disabling skills. Too lazy rn. But PCT alone got two and Sage got two (draw-in + bind) as well.
5. Bonus (more of a question): I've noticed a (stark) mismatch between KO displays during the game and kill numbers in the final table. Though tbf I don't know if it was like that pre-patch or if I'm just paying more attention now.
I recall several matches today and yesterday where I've been shown as the one KO-ing someone 4-5 times over the course of a match but the post-match kill count says 1-2 kills (and seems to move the others into the Assist column).
That's not game-breaking obviously. But I think it's just a weird discrepancy. I wonder if this could also be caused by some latency/hit detection issues. Perhaps K.Os in the match are processed/counted differently than the actual kill count for the table?
Last edited by Loggos; 11-14-2024 at 01:09 AM.
Who gets credited with the KO has always appeared somewhat random, likely because of snapshotting. I haven't noticed the Ks that pop up in game differing from the end-of-game table, but I'll look out for that when I'm running my roulettes. I'd put more research into it, but that would involve playing multiple matches.
5. Bonus (more of a question): I've noticed a (stark) mismatch between KO displays during the game and kill numbers in the final table. Though tbf I don't know if it was like that pre-patch or if I'm just paying more attention now.
I recall several matches today and yesterday where I've been shown as the one KO-ing someone 4-5 times over the course of a match but the post-match kill count says 1-2 kills (and seems to move the others into the Assist column).
That's not game-breaking obviously. But I think it's just a weird discrepancy. I wonder if this could also be caused by some latency/hit detection issues. Perhaps K.Os in the match are processed/counted differently than the actual kill count for the table?
I have had far more cases of bursting into someone, them dying, and not getting credit even for an assist. I guess they were dead already. Or I was attacking someone else? Who tf knows at this point, it's a clownfest.
Last edited by Mawlzy; 11-14-2024 at 01:27 AM.
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