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?



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