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  1. #81
    Player
    Esmoire's Avatar
    Join Date
    Dec 2018
    Location
    Gold Saucer
    Posts
    1,187
    Character
    Mei Coincounter
    World
    Ultros
    Main Class
    Goldsmith Lv 100
    Quote Originally Posted by ThreeBeastSmile View Post
    SAM Bloodbath - old synergy from ShB. Chiten reflect procs under it are very strong and I've survived some pretty hard focus even with a MNK LB thrown in. I've had far greater LB yields than with using Swift. Escape principle is simple: since you're leaning heavily into Bloodbath to heal, you'll have more MP to stack Resilience against Meikyo immunity overlap. Really just depends how well you use those windows. You can rather easily stroll away tbqh. Just don't overstay, be aware of your remaining options, and be aware of just what's looking at you that can do a thing that's not normal cc. (Also it was stronger in previous patches where it was 6 secs, then 4 secs, then 5 secs now).
    I know the context was solo queue, but my goodness, giving SAM Bravery on ranged physical is hilarious. Pop Chiten and most attacks just.... heal them. It's honestly the kind of broken jank I love.

    All in all, melee's role actions are really stacked. Smite was already fantastic before the buff, having incredible synergy in cases like RPR or just extending the burst like MNK. This forum looooves to bitch about Rampart but a tank picking that can just be ignored and loses so much damage. Melees give up nothing. If someone has at least a passing familiarity with the role then there isn't a wrong answer and I think stylistic differences are valid.
    (3)

  2. #82
    Player
    Alahard's Avatar
    Join Date
    Jun 2024
    Posts
    55
    Character
    Alahard Highwind
    World
    Exodus
    Main Class
    Paladin Lv 100
    Quote Originally Posted by MisterNublet View Post
    Matches are now even more one sided than ever before. Before the patch, PvP-centric players knew that building BH at the beginning of the match gives the highest chance of winning, the BH change makes it even more-so. The team that pushes for early aggression (usually due to having more knowledgeable PvP players) get to run away with the match.
    That is what I have noticed in FL also. Had a match yesterday where 20+ BH happened on a team within minutes and ignored the objectives just by wrapping around and pinching one team from behind.
    Guess which team won in total domination shortly after.
    The fact that ignoring the objective, in an objective based pvp mode is just so significant to winning seems wrong.

    At least with the loss of BH on death you could potentially de power an overwhelming foe. Its rare but it was interesting when it did happen.

    Edit -> Not to say that the aggression from before was bad, i actually like it, but now we are seemly ignoring objectives at the start of the match, where as before the aggression was more focused on getting objectives even at the start, and hanging back to make sure it was captured wasn't as large as a personal determent as it seems now.
    (1)
    Last edited by Alahard; Yesterday at 07:24 AM. Reason: clarity

  3. #83
    Player
    Scintilla's Avatar
    Join Date
    Jun 2019
    Posts
    203
    Character
    Taeryn Bishop
    World
    Alpha
    Main Class
    Summoner Lv 100
    Quote Originally Posted by ThreeBeastSmile View Post
    They sound even more scared to play melee than over here, and they have a strong preference for ranged. Still, the lack of confidence in their words for the melee position is perplexing. Could be a translation limitation though.

    tl;dr Reading that they like the changes based on the spooks around playing melee is just sorta disheartening, that's all.
    I did read over the thread that you linked, I've not checked any others though.

    I still wouldn't say they sound even more fearful of melee than here (quite frankly, I don't think that's possible!), just that they have a similar ratio of ranged:melee to here. Many seem to view the change positively, saying it's led to more aggressive games and they seem to hope that this will encourage more players to try melee.

    What did surprise me, though, was that Swift was so popular there? I'm genuinely baffled as to why because, while helpful in some scenarios, it seems the least useful of all three - even before the update. Unless it is the differing playstyles between the communities? The more aggressive, commanded, flank-heavy games may make an emergency exit button more valuable. Whereas here, it's not really warranted.
    Similarly, using Bloodbath or not, if focus is extremely heavy even a class like VPR might not live out their scales for the HP gain to even apply. So, if it is a more generally aggressive and coordinated playstyle there, perhaps that's another reason they didn't value Bloodbath as much as it's valued here.
    As for Smite... it's more for use in picking off single <20% HP targets. If everything is quickly wiped in a flank, you're not really going to be using it all that much beyond deleting the few remaining survivors.

    That said, for any of these possible explanations to apply, I'm probably seriously overestimating the coordination and aggressive play on JP.
    (0)

  4. #84
    Player
    ChrysOCE's Avatar
    Join Date
    May 2022
    Posts
    496
    Character
    D'ark Bunny
    World
    Behemoth
    Main Class
    Warrior Lv 100
    From my time playing JP (and admittingly, this is mostly colored by Elemental), JP players never want to commit to a fight. They seem to always back off, unless you have a commander/shot caller. And even then. So it really doesnt surprise me if they are mostly happy with the BH change or that swift was used more. They never seemed to be aggressive and the most boring, low damage matches i had were on JP. That's not to say they are bad at pvp, just the style was so different.
    (2)

  5. #85
    Player
    Scintilla's Avatar
    Join Date
    Jun 2019
    Posts
    203
    Character
    Taeryn Bishop
    World
    Alpha
    Main Class
    Summoner Lv 100
    Quote Originally Posted by Alahard View Post
    That is what I have noticed in FL also. Had a match yesterday where 20+ BH happened on a team within minutes and ignored the objectives just by wrapping around and pinching one team from behind.
    Guess which team won in total domination shortly after.
    In all honesty, this was able to happen anyway, even before these BH changes. One coordinated team flanking and wiping the other two would've got to BH5 in no time and with the two wiped teams still likely to be low BH, it would've been hard then to catch up.

    The BH change, while not perfect, was supposed to help by:
    1. Rewarding the victims with more BH points when they did kill one of the coordinated team (whereas before they would just get a set amount)
    2. Allowing the victims to keep their BH if they got wiped again, still maintaining their chance to regroup and counter (whereas before they would've been 'reset')

    Where the theory falls apart is that the victim teams often become victims through their own passiveness. They don't push to gain BH, so they don't gain it. Partially because of this:

    The fact that ignoring the objective, in an objective based pvp mode is just so significant to winning seems wrong.
    It is a PvP duty. I'm not saying that objectives have no place or value, as they can heavily influence a game, but they are somewhat secondary. Dominate in PvP, farm your BH, and the objectives tend to come easily.

    Too many games have ended in a loss because the team were focusing on a long fight with 3rd place over an S-Rank, while the winning team were allowed to take an A rank unchallenged. Why? "S is worth more".
    How many times have I read the phrase "Let them fight"?
    Or "Ignore mid" in Onsal, despite the mid node being the one to hand first place the win, while they went off to fight 3rd place for another node because "mid is a waste of time".
    Entire teams running back to get an uncontested node just outside of respawn.
    Teams just running to whatever objective spawns first/closest, again, with no attention to score
    And that's not to mention the objective-focus in Shatter...

    Edit:
    For example:


    First Seal Rock game of the day. Yellow on the edge of winning, they're pushing red back, farming them for points. Meanwhile blue.... yep, they just sat there.

    At least with the loss of BH on death you could potentially de power an overwhelming foe.
    You could, true. But, if they were that overwhelming, chances are they'd regain that BH pretty quickly anyway. It'd be a loss for them sure, but unlikely something game-changing.

    The change seems to have been intended to hand casuals more support. But, as usual, many of them aren't bothering to use the gift that's been given to them.
    (1)
    Last edited by Scintilla; Yesterday at 09:14 PM.

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