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  1. #1
    Player
    Loggos's Avatar
    Join Date
    Nov 2011
    Posts
    1,040
    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)

  2. #2
    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)

  3. #3
    Player
    Loggos's Avatar
    Join Date
    Nov 2011
    Posts
    1,040
    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.

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