Page 1 of 3 1 2 3 LastLast
Results 1 to 10 of 24
  1. #1
    Player
    LiefEksil's Avatar
    Join Date
    Nov 2024
    Posts
    2
    Character
    Lief Eksil
    World
    Lamia
    Main Class
    Reaper Lv 100

    Was this a Blatant Lie?

    [IMG][/IMG]

    It is very clear to anyone that pvps that these changes were not play tested at all. I could tell by reading the HP increases before even playing the patch that it would not be enough considering the amount of potency increases across the board. That's not to mention how much more crowd control was added too. It would take at most 30 minutes of gameplay to see that Purify does not work, Astrologian is completely overtuned, and Black Mage is even weaker than before. A lot of these things were problems that were patched and fixed in the past. For some reason all those were forgotten and some things are in an even worse state than when they were patched long ago. I will list many issues with the current patch.

    -Too much damage. As the main topic of this post, it really feels like the statement in the image above was either a blatant lie or just so off base because the devs did not play and test this enough. It feels even easier to get KOs with bursts. It feels like there is burst more often so it is easier to keep rolling when a KO happens. High end solo queue games feel really bad with this, I don't even want to know what high end Light Party gameplay will look like.

    -Too much crowd control. They already addressed that Purify is broken (I think, I can't read Japanese and they didn't bother giving us an English translated explanation.) But that is only part of the issue. Purify only lasts 3 seconds now, making it feel way easier to be crowd controlled. The duration needs to be reverted. Monk and Black Mage lost a lot of crowd control, this was a good change. But why does Red Mage suddenly have a silence AND an OGCD stun? Vice of Thorns did not need to be a stun, it didn't even need to be a crowd control effect. We needed a major drop in crowd control abilities. This was something Overwatch changed and it made the game feel much better. This is something our game needs to fix too.

    -Long animations with crowd control abilities feel terrible. It can be so easy to just walk away from some crowd control effects because the animation is so long. This is the case with both of Samurai's crowd control abilities and Warrior's Primal Rend. You use these abilities to set up more Damage but they will be out of range by the time the crowd control comes up.

    -Setsugekka range going from 8y to 5y. This was something fixed in Feast as it was too easy to just walk away and cancel the Samurai's cast. It is even easier to do so now than it was during the Feast days. I tested this, using all three charges of Soten on someone who was sprinting away and every single time they were able to out run the Setsugekka cast. It needs to be reverted to 8y
    (37)
    Last edited by LiefEksil; 11-17-2024 at 01:07 PM. Reason: image disappeared

  2. #2
    Player
    LiefEksil's Avatar
    Join Date
    Nov 2024
    Posts
    2
    Character
    Lief Eksil
    World
    Lamia
    Main Class
    Reaper Lv 100
    Apologies, what I had written was too long and I needed to add more in a reply.

    -Astrologian is way too strong. This was something that happened early on in Crystal Conflict and was patched and they were tuned to a more balanced level. This current iteration of Astrologian is even worse than that time when they needed to fix it before. It feels horrible to play against and it feels way too easy to climb with. This is something I experienced and tested myself. I was Gold 4 switching between every job for over 12 hours and I went Astrologian to see just how overpowered it really was and was able to get to Platinum in one map, less than an hour and a half. I have little experience with Astrologian.

    -Black Mage is weaker than before. While losing all its crowd control capability was good, it seemed to have lost a lot of its damage as well. Casting is very hard to do in Crystal Conflict and having most of the Black Mage's damage tied to casts does not feel great, especially if you can die from a burst before the cast is even over. Why does Pictomancer get to switch between its instant cast and casting combos but Black Mage can't? Why does there need to be 4 ability cast combo chains for Black Mage? They could remove Fire and Blizzard and have it as 3 ability combos and it would feel much better and be able to dish out more damage.

    -Reaper plays completely different now and requires too much team presence to have an impact. This one is a bit personal because this is my main job. Most of our damage is tied to the target having 50% or less HP and it is very hard to get them to that much HP without help from teammates. It is also very rare to see a highly stacked Plentiful Harvest, usually seeing only 4/5 stacks at max when it is time to use it off cooldown. It is already a minute cooldown and did not need to be hindered more by this patch. It also lost its Limit Break Regeneration aspect and did not need to lose its damage aspect too It is easy to avoid the skill as well because of the long animation. I think it should go from 8 stacks to 6 stacks maximum and it would feel a lot better.

    I am sure I am forgetting things. I also had to rewrite this because this outdated forum website logged me out when I went to preview the post, so I am sure I lost some thoughts but I believe I got most of what was said and maybe even added more and cleaned it up a bit. I am very passionate about Crystal Conflict and FFXIV pvp and I hate seeing it treated so poorly and feeling like we are being lied to about the game mode so many enjoy and play exclusively. I signed up to these forums just to post this because I care too much to just complain to my fellow players and wanted to put it somewhere it can be read by devs. Though, I may need to google translate it and post in on the JP forums.
    (25)
    Last edited by LiefEksil; 11-15-2024 at 03:15 PM.

  3. #3
    Player
    Vessy's Avatar
    Join Date
    Sep 2019
    Location
    Limsa Lominsa
    Posts
    1
    Character
    Ai Oronir
    World
    Zalera
    Main Class
    Reaper Lv 100
    BLM's changes are severely disappointing. It was my favorite before and now it feels totally worthless. I was able to get some decent AOE damage, but it kinda feels like anyone else can do the AOE damage I'm doing while also being more effective in every other possible way. DRG feels similarly weaker.

    I think they were very drastic with their changes...

    While I personally feel that the crowd control wasn't the worst before, it was really rough as a melee, esp in frontlines. It's still just as bad as before (even despite my awareness of the purify changes) while my enjoyment has gone down a lot. And I play a lot of PVP! I'm sad.
    (3)

  4. #4
    Player
    doomballoon's Avatar
    Join Date
    Jun 2022
    Posts
    13
    Character
    Doomballoon Dapingus
    World
    Diabolos
    Main Class
    Alchemist Lv 100
    Well said.
    (3)

  5. #5
    Player
    SweetPete's Avatar
    Join Date
    Dec 2013
    Posts
    987
    Character
    Princess- Princess
    World
    Coeurl
    Main Class
    Alchemist Lv 100
    I agree. I have stopped the PvP climb I just couldn’t take it anymore. The changes are so bad. I don’t find it fun at all. It’s just a clunky mess. Bursting is just way too ridiculous now and Astro is OP. I’m with you about red mage too. Why do they get silence and a stun? I mean pictomancer has it too but they can’t do it back to back like red mage can.

    I love PvP but yeah these changes have completely turned me off. No more ranked for me. I’ll wait to see what changes they make after the feedback they are getting. Even then I’m not sure.

    I wish everyone luck in the PvP climb.
    (7)

  6. #6
    Player
    Vandi's Avatar
    Join Date
    Jun 2024
    Posts
    130
    Character
    Devil'von Panzerfaust
    World
    Excalibur
    Main Class
    Dragoon Lv 100
    Quote Originally Posted by Vessy View Post
    BLM's changes are severely disappointing. It was my favorite before and now it feels totally worthless. I was able to get some decent AOE damage, but it kinda feels like anyone else can do the AOE damage I'm doing while also being more effective in every other possible way. DRG feels similarly weaker.

    I think they were very drastic with their changes...

    While I personally feel that the crowd control wasn't the worst before, it was really rough as a melee, esp in frontlines. It's still just as bad as before (even despite my awareness of the purify changes) while my enjoyment has gone down a lot. And I play a lot of PVP! I'm sad.
    Drg was probably the one job spared the. . .intelligence of the design team because they only added one ability that doesn’t at all fit with the burst flow but didn’t take anything away, so drg can just continue its pre 7.1 burst style.

    Blackmage lost its phenomenal lb running bazooka style sadly. Firing off insta cast crowd nukes after a long day just felt so satisfying. That’s gone now. Single target pressure isn’t so bad, but that kinda defeats the purpose of blackmage in the first place.

    Count your lucky stars. You COULD be throwing. . .6k fireballs like mnk hahaha
    (1)
    ‘He who has no expectations will never be disappointed.’

  7. #7
    Player
    Mawlzy's Avatar
    Join Date
    Sep 2023
    Posts
    2,216
    Character
    Jessa Marko
    World
    Adamantoise
    Main Class
    Machinist Lv 100
    Similar issues in FL. More crowd control and hit detection throttled by animation lock is the main reason FL feels so strange IMO. And why they'd shorten Purify to 3s in an environment where that is also around the resolution time of some interactions doesn't make a lot of sense to me.
    (3)
    Vive la résistance!

    Finalement, Boucles d'or goûta le porridge dans le bol de Bébé Ours. "Miam Miam, ce porridge est parfait!" dit-elle, et elle mangea le bol entier de porridge.

    Je m'habille comme une reine, je frappe comme une mule.

  8. #8
    Player
    Loggos's Avatar
    Join Date
    Nov 2011
    Posts
    991
    Character
    Kaeya Alberich
    World
    Twintania
    Main Class
    Pictomancer Lv 100
    Completely agree, OP!

    Everything feels a lot more direct and straightforward now to me. With everyone being stronger and consequently everyone dying faster I get the impression that the game mode has shifted much more towards "Just hit things hard and don't think too much about it". At least personally I experience it as having less room to outplay people or pull off difficult recoveries and escapes.
    It's not impossible of course but now if a stun is cleansed you can count on even more players to follow up with their own than before. In many cases when you get hit by one you know you are essentially as good as dead. The first stun baits your unreasonably nerfed purify and leaves you defenseless while more CC rains on you.

    Quote Originally Posted by SweetPete View Post
    I’m with you about red mage too. Why do they get silence and a stun? I mean pictomancer has it too but they can’t do it back to back like red mage can.
    RDM's changes are mind-boggling. Not only can you disable players twice in a row. You can now also hit right through their guard, which they will understandably pop after you already lowered their HP while they were CCed by you. Punish people and punish them even more when they try to stay alive because you just rendered their most important defensive tools useless.

    And regarding PCT I wouldn't even be mad if they gave the job its old debuffs back (heavy and bind). Whereas silence and stun are of course incredibly powerful, heavy and bind still worked well enough with PCT's kit. Being able to immobilise a person you are bursting down from the back and keep them in one place was already an effective tool to allow your teammates to kill them. Even heavy fulfilled this purpose.
    (In fact currently I feel as if before 7.1 I could enable more reliable kills for other teammates who finished my burst targets off because I had two immobilising debuffs, and not just one like now. So far, in my games silenced targets manage to run away more often while nobody is going after them and I just wasted my entire burst. That’s probably just a low-rank problem and better players would get much more out of silence than heavy. But it’s still frustrating.)
    (3)
    Last edited by Loggos; 11-15-2024 at 11:51 PM.

  9. #9
    Player
    Bureda's Avatar
    Join Date
    Jan 2022
    Posts
    243
    Character
    Bureda Ghodhand
    World
    Phoenix
    Main Class
    Rogue Lv 100
    Asian Todd Howard lying? I don't believe it bro. Say it isn't so.
    (4)

  10. #10
    Player
    Commander_Justitia's Avatar
    Join Date
    Aug 2013
    Posts
    1,101
    Character
    Ash Primordial
    World
    Phoenix
    Main Class
    Paladin Lv 90
    I rather waited 15-20min for one match in the past years, it was better than to play this what we have now.
    You just can't play it seriously anymore, it is a 'fun minigame', I really think it is not bad as that. Just ranked mode shouldn't exist. It has no place with this kind of laggy gameplay.



    Competitive PvP really died after 5.x for me personally already.



    It is kinda sad what path the devs went with this game mode. The first thing PvP should be about is the "player" as it is in the name right, Player versus Player, it is about the skill of the player, it is not about trying to figure out the bottlenecks of your netcode.
    You make PvP tournaments, but if you put those same very best players into solo queue, they will probably lose some games in bronze tier too - in the past that was unimaginable.
    You kinda put PvP players in a mental cage, with a muzzle on, with hands tied behind their back - that is how I feel like when I play this game nowadays, I am more like a mere mortal watching the game unfold. You can't do sh!t anymore. There is no expression of player skill that really matters to a significant degree left. You are at the mercy of RNG and your teammates. If that was your plan over the years, then great job - you have done it! But I won't be playing this ranked mode anymore. It has lost any appeal. I happily did all Feast seasons top100, I did a few seasons in CC, but for what? People can just go afk in frontline to get their items now (and can't be kicked after 5min anyway, whatever)

    Whoever made the trend change back then(picture below), couldn't have gotten it more wrong. The opposite is exactly what PvP players would have liked to keep. And with Stormblood and Shadowbringers you had the numbers and ex-WoW players who migrated anyway, who would have liked that kind of "complex" PvP.
    But changing CC now would be a huge effort, because its about pushing the crystal and not team-deathmatch or medalsystem - the maps are too big for that. So it is a dead end.
    Maybe a true arena mode should have been small team-deathmatch "The Fold" maps with healer healing and no recuperate spamming...

    (7)
    Last edited by Commander_Justitia; 11-21-2024 at 06:12 AM.

Page 1 of 3 1 2 3 LastLast