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beekayisme

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Posts posted by beekayisme

  1. I hope so, cause you wanna know what i'm seeing in every discord channel i am? People planning to unsub like never before. Not even before 6.0 i've seen so many players talking about it and being like "i'll see how the story goes and then unsub".

     

    This is so true. I have seen so many teams planning to migrate to FF14 come December.

  2. Here is the real joke, they are just going to nerf NIM boss HP/DPS to compensate. Fight might be similar, you will just have less abilities to play any portion of the game with, Enjoy Seeing player agency removed.

     

    I dont get it. Every raider is a sub, with many subbing just to raid. Whilst casual players usually dont sub and dont plan to do raids (the amount I talked to during recruiting).

     

    They are now trying to piss off actual paying customers in hope to appease and rope in customers who dont want those content.

     

    Unless devs actually explain their intension and correct us wrong, I just dont understand, it is so baffling.

  3. Hi everyone,

     

    Following up on the post I made a couple days ago. We wanted to bring clarity to some of the feedback we’ve been reading. First, we would like to share our philosophy on reducing the number of defensive cooldowns available.

     

    Over several years and updates, more and more defensive cooldowns and abilities have been added to the game. Often times this was for class balance purposes, to allow some classes to keep up with others in terms of their defensive kit. Additionally, this was done without adjusting things like Operation boss mechanics which were designed around the class kits available at the time: mainly less defensive cooldowns. The sheer quantity of defensive cooldowns in the game today makes things more difficult to balance for both PvE and PvP. It has made some PvE mechanics completely avoidable, and made the time-to-kill metric in PvP grow steadily to the point where we are approaching tedious levels.

     

    In 7.0, we want to reduce the quantity of defensive skills overall, across all classes, making for a more balanced and enjoyable experience in both PvE and PvP content, while at the same time making the defensives that remain more impactful and fun.

     

    What does this look like in both modes?

    • In PvP, our intent is balanced, more dynamic player encounters that move away from rotating defensive cooldowns and move more towards utilizing a broader set of skills in each class’s kit.
    • In PvE, our intent is to take into account these changes, and adjust NPC encounters as needed to compensate.

    Getting a bit more specific, we also intend to give upgraded versions of abilities when being presented as a choice. Here’s one example using Blade Blitz from the current PTS:

    • Blade Blitz in the Live game:
    • 45 second cooldown
    • Quickly rush forward 20 meters, dealing weapon damage to enemies in your path and increasing your defense chance by 100% while blitzing. Cannot be used while immobilized or hindered.

    Blade Blitz on PTS:

    • 35 second cooldown
    • Quickly rush forward 20 meters, dealing weapon damage to enemies in your path and increasing your defense chance by 100% while blitzing. Can be used while immobilized and purges movement-impairing effects when activated.

    Instead of spending utility points to upgrade abilities, as in the current system, you will be presented with an already upgraded version of several abilities to choose between leading to more interesting decision making, customization, and greater choice for your kit.

     

    In addition to defensive cooldowns, we want to streamline other abilities where it makes sense. For example, instead of dedicating an entirely separate ability and button press to a particular effect, we want to merge or combine them with others in an intuitive way. We can see this in action on the PTS with Freezing Force:

     

    • Freezing Force is removed from Guardians on the PTS, but a modification to Blade Storm via the new ability choice tree upgrades Blade Storm into an AoE that also slows. This offers a similar effect to the old ability, but in a more efficient way.

    The intent of the new ability system, which will replace the current utility points system, is that players can make meaningful choices to accommodate their play style or situational needs. Players will be able to pick their own ability modifications and customize their skills in this manner, with all of those choices able to be saved to a Loadout. Loadouts will be able to be swapped with similar ease to the current Utility point system. While the ability choice interface and Loadout features are still in development, those experiences are core to the system and we are working hard to get them to a state where they can be shared on the PTS in a future update. We will share more details in the future on both of these features.

     

    One of the reasons we wanted to share these class changes with our players so early is because we wanted to get your feedback as we are still in the design phase of several other classes. As stated previously, you are not playing a final product. While very rough around the edges, the earlier we can share impactful changes like this the more we can take into account your feedback as we continue building out the remaining classes and iterating on ones you’re able to try out on the PTS.

     

    Lastly, for this phase of PTS, the Jedi Guardian was missing both their breaker (Resolute) and interrupt (Force Kick). We understand that players may be worried about what that means for 7.0. It was never our intention to completely remove these from the game. We realize this has caused confusion, so we are going to add these back for the next phase of PTS with the caveat that they may change form in the future. We are currently iterating on different ways of utilizing breaker functionality that doesn’t necessarily require an independent icon on your hotbar as well as considering where interrupts fit in with the overall class and encounter design of 7.0. Because of this, we didn’t include these in the testable ability sets on PTS.

     

    Please keep in mind that breakers and Interrupts will remain in-game, they just might not appear in the same form as they are now.

     

    Thank you for playing PTS and giving us your constructive feedback.

     

    I am only talking about PVE

     

    I am not sure if this came out before reading the feedbacks on this thread. If "we read every feedbacks" is true, then the overwhelming rejection to the new implementation goes directly against what you are saying here. People want more choices not removal of skills.

     

    From healer's perspective, a part of tank's job is to use DCD cleverly to smooth the damage spikes. Giving them less tools to do so dumbs down their role. As a healer, I used all my DCDs in operations. I cant imagine loosing any of them as they each respond to different situations. Taking away any just make me less effective regardless of any minor buffs. Am I to choose between calm mind, overload and force barrier?

     

    In terms of balance, how are you going to redo all skill trees and all HM+NiM operations in just 5 months? Especially now in July it's only the first draft and 'feedbacks are still being considered'.

     

    Overall I am quite disappointed. It seems that all the feedbacks are ignored completely.

  4. Speaking from tanking perspective:

     

    * Does this feel like a Jedi Guardian? Please explain why or why not.

     

    It looks like a Jedi Guardian. The signature moves are here which differentiates from other specs.

     

    * Is there anything that feels missing or out of place in the combat rotation?

     

    Guardian tank emphasizes on cleaver use on DCD to reduce damage and reflect significant damages. Each of the 3 abilities are used for drastic different situations. Saber Reflect (immunity and reflect damage back is very strong in many situations), Ensure (when healers are not available or is already stressed), Blade Blitz (great mobility and defense boost).

     

    To choose between the 3 dumbs down the play style so much. So much so it feels very boring to play. It gives player so little choice.

     

    I however do like the passives as it allows the players to choose which one best suit the boss. The tank needs to spec for Corruptor Zero fight and Revan fight differently, giving players more customizations. However the respec may be very tedious to do before each fight.

     

    * What are your initial thoughts with the effectiveness of the Jedi Guardian against enemies?

     

    As mentioned before, it has worsened significantly. It reduces player choice and thus you cant answer damage spike / sustained damage / leap out mechanics

     

    * How are you enjoying or not enjoying this class?

     

    Over all not enjoying. I enjoyed more abilities to tune passives but not reduction to abilities.

     

    * If you have feedback on the different disciplines and ability paths, please note your feedback accordingly so we can track it.

     

    If the goal is to give players more customization, it should not cut down the abilities then force them to choose which to retain. A better way will be offering different flavors. Example:

     

    Saber Reflect reflect 200% damage back whilst providing only 50% damage reduction.

    Saber Reflect reflect no damage back whilst providing 5 (7 if take Daunting Presence) seconds of immunity.

    Saber Reflect reflect bot melee and ranged attacks.

  5. The abilities are being cut in half but you're getting the choice of which abilities. There are too many abilities for the casual player to be able to feel like they can have a handle on the game.

     

    Given that, they do have to rebalance the abilities based on that and it looks like they haven't done that part yet.

     

    But ability glut was a serious thing that many players who were not hardcore operation or PVP were complaining about.

     

    There is no need for casual players to use all those abilities and still do well.

     

    You dont need cooldowns and rotation to cruise through story.

    You dont need optimised rotation and DCD management for VM FPs and SM OPs

    You need them for PVP, HM and NIM OPs

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