Crystal Conflict and any other form of close quarter PVP is not fun due to out of the stratosphere misbalancing between the jobs.
In 7.1 Astrologian was released in such a broken state that the devs forgot to internally test it. This did not affect the flow of things, due to the forced 50% win rate, enforced by the match making algorithm. Astrologians now are getting away with having a Dash ability in their kit that also shields them.
Black Mage is am an omnipotent job as of 7.41:
- It has the most damage in the game,
- the most mitigation in the game,
- the most sustain in the game,
- it goes through guard,
- not only does the job have excess raw damage, it also has damage over time,
- Lethargy is a Limit Break level power ability, spammable every 15 seconds,
- it has reflect, because why not!
Pictomancer is an omnipotent Job as well:
- It has extremely high burst,
- the ability to stack ability animations to exploit job further,
- it has too much crowd control,
- it can heal too much,
- it can escape too easily,
- it can tank a whole team,
- PCT can controls area better than Sage, so Sage continues to be one of the least played and least enjoyable jobs,
- not only does it have crazy high damage, it also has damage over times because why not!
White Mage:
- White Mage is still getting away with having mana burn in their Polymorph ( Miracle of Nature)
- White Mages can still dictate the flow of the game by staying alive enough for their limit breaks to start making a huge team difference,
- their dash gives whole team 10% damage reduction,
- their Limit Break 'grants regen to self and nearby party members within 30 yalms', the quickest LB charge to date,
- all you have to do with WHM is basically stay alive and provide team wide difference at no cost!
SCH:
- Scholar makes too much of a team difference with their constant AOE shielding, without and on top of that, they don't just sustain their team, they can also break objective by having a Guard Break ability.
- It is fundamentally a bad design for a job to be able to have so much control of a team's potential, because then this feeds into the match making, giving the Scholar heavier team mates,
- the job has unmatched shielding, unmatched healing reduction for the longest duration, because it can easily be spread and it lasts for too long! 'Biolytic Effect: Reduces target's HP recovered by healing actions by 15%
Duration: 12s'
Can we please start getting some communication from the devs. This mode is now nearly 5 years old and it would be nice if we could find a middle grown and start putting some love into an MMORPG that we love and want to play!
Please consider your other player base groups and stop focusing on just your main ones that yield you results for the least amount of effort. Do not alienate!
Continue reading...
In 7.1 Astrologian was released in such a broken state that the devs forgot to internally test it. This did not affect the flow of things, due to the forced 50% win rate, enforced by the match making algorithm. Astrologians now are getting away with having a Dash ability in their kit that also shields them.
Black Mage is am an omnipotent job as of 7.41:
- It has the most damage in the game,
- the most mitigation in the game,
- the most sustain in the game,
- it goes through guard,
- not only does the job have excess raw damage, it also has damage over time,
- Lethargy is a Limit Break level power ability, spammable every 15 seconds,
- it has reflect, because why not!
Pictomancer is an omnipotent Job as well:
- It has extremely high burst,
- the ability to stack ability animations to exploit job further,
- it has too much crowd control,
- it can heal too much,
- it can escape too easily,
- it can tank a whole team,
- PCT can controls area better than Sage, so Sage continues to be one of the least played and least enjoyable jobs,
- not only does it have crazy high damage, it also has damage over times because why not!
White Mage:
- White Mage is still getting away with having mana burn in their Polymorph ( Miracle of Nature)
- White Mages can still dictate the flow of the game by staying alive enough for their limit breaks to start making a huge team difference,
- their dash gives whole team 10% damage reduction,
- their Limit Break 'grants regen to self and nearby party members within 30 yalms', the quickest LB charge to date,
- all you have to do with WHM is basically stay alive and provide team wide difference at no cost!
SCH:
- Scholar makes too much of a team difference with their constant AOE shielding, without and on top of that, they don't just sustain their team, they can also break objective by having a Guard Break ability.
- It is fundamentally a bad design for a job to be able to have so much control of a team's potential, because then this feeds into the match making, giving the Scholar heavier team mates,
- the job has unmatched shielding, unmatched healing reduction for the longest duration, because it can easily be spread and it lasts for too long! 'Biolytic Effect: Reduces target's HP recovered by healing actions by 15%
Duration: 12s'
Can we please start getting some communication from the devs. This mode is now nearly 5 years old and it would be nice if we could find a middle grown and start putting some love into an MMORPG that we love and want to play!
Please consider your other player base groups and stop focusing on just your main ones that yield you results for the least amount of effort. Do not alienate!
Continue reading...