Killing Ifrit - a Final Fantasy community: If you could change... - Killing Ifrit - a Final Fantasy community

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If you could change...

#1
User is offline   Angel of Enders 

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If you could change anything about Ballista, what would it be? Skill does contributes to a lot of results in a ballista match but let's face it, certain aspects about it just makes it unbalanced.

Personally the only thing I'd ask for is to heighten the frequency of obtaining MP items. It's ridiculous how rare they can be sometimes putting a mana dependant job out of commision and extremely vulnerable because it takes like 10 /quarries just to obtain a Hi-Ether and restore like 1/10 of your MP.
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#2
User is offline   Jammin 

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I'd change two aspects of the game I don't enjoy..

1) You can't engage on a target while in battle prep
2) You can't sprint for 30 seconds after coming out of battle prep.

I'm a taru.. so I can't stand when we're mixing things up and someone who's mad because they've been killed decides to engage on me while I'm busy.. and comes out of prep to cheapshot me and sprint off.

At least then they'd have to take the time to engage on me coming out of prep so I could maybe react in time.. and they're less likely to do it if it means they can't sprint off with no consequences.
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#3
User is offline   Dredge 

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If anyone on your team dies maybe 10, 12, or 15 times, theyre eligible to be voted out from the match by their team. They also forfiet XP Bonus and gil reward at the end.
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#4
User is offline   Ketaru 

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One person goes to another zone during the match, nearest opposing party gets Gate Breach.
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#5
User is offline   kang 

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i wouldnt necessary change..maybe have different game options..maybe a mod be sorta like capture strike style (q3 atleast).

for example...2 teams...maybe 10min per round...during a round if a player dies once...hes forced to sit out till next round? no sprints, petras....scoring maybe go by how many players left during a round or by capturing flags??? ? i dunno....random thoughts...
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#6
User is offline   Angel of Enders 

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kang :
i wouldnt necessary change..maybe have different game options..maybe a mod be sorta like capture strike style (q3 atleast).

for example...2 teams...maybe 10min per round...during a round if a player dies once...hes forced to sit out till next round? no sprints, petras....scoring maybe go by how many players left during a round or by capturing flags??? ? i dunno....random thoughts...


That'd be kinda cool actually.
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#7
User is offline   Lucavi 

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I'd draw it down the line with equipment changes: either make no penalty for any and ALL gear swapping, or enforce the penalty on any and ALL gear swapping: that includes ammo, as its still gear.
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#8
User is offline   Tpk 

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Three important changes I think need to be implemented to conflict:

1) When using the /sprint ability, as soon as you strike an opponent it should wear off, similar to the mazurka song.
2) When using a Weapon Skill on an opponent, and the message "Out of range" is displayed TP should not be reset to zero.
3) Weapon Skills should be usable for 360 degrees, like magic spells are.

The reason I believe the first change should be implemented, is because on many servers, especially at 60 and uncapped matches, most of the battles have degenerated to a sixty minute "/sprint, hit, & run" fest. Where melee players will use the /sprint function not to quickly cover distances, but to get in melee range of someone not yet engaged, strike them with a single round of melee, then quickly get out of spell casting range, before the opposing team can strike back or cast spells on them. By implementing the loss of the /sprint boost after you melee or cast a spell on someone, people who rely on these tactics will find themselves vulnerable to retaliation, like in any realistic combat simulation.

The second change I believe should be implemented because of the latency that most North American and European players have to deal with. On their screen as they chase someone down, they are standing close enough to put their arm around their opponent, and they can strike the player with melee attacks as they are chasing them, implying that they are within melee range, but if a WS is used, there is an 80% chance that an "out of range" message will be displayed, and all the TP that the person had will be lost, simply because the server couldnt tell them the opponent's real position fast enough.

The third change that should be implemented to the conflict system is because of latency again, but more specifically because of players that exploit that latency. As a samurai, one of the most frustrating things in the game is the inability to use your WS, the basis of your entire job, simply because your opponent runs in circles; Another heavily exploited tactic. Even if you face your opponent on your screen, or try to match them with circles of your own, you will always receive an "unable to see target" message because of latency. The only time your client side program will allow you to WS is when you see the target infront of you, but the only time the server will allow you to WS is when your opponent is really infront of you, which is when *you* see your opponent behind you. Thus, a well executed circle run will render an opponent unable to use any Weapon Skills. The only way to counter this tactic is to walk backwards. This puts your opponent infront of you long enough for your client to catch up and allow you to WS, but there is only a 50% chance when you WS that your opponent will have walked towards you, and it lands. The other 50% of the time they walked away or stayed at that range, and you end up losing your TP because you're out of range.
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#9
User is offline   AidRounin12 

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(Lucavi)
I'd draw it down the line with equipment changes: either make no penalty for any and ALL gear swapping, or enforce the penalty on any and ALL gear swapping: that includes ammo, as its still gear.


I'd like no penalty on things that don't make your character blink. Neck, earrings, rings, ammo, waist, belt and possibly the same model but different stats (i.e., level 11 doublet set switched out for 30 Merc. Capt. Doublet, won't blink your character).

One thing I'd like though is to possibly make people disengage when a Thief uses Hide. It says you hide...and yet they still see you...huh?:o_O

I'd also like to make Sleep Bolts do something after the second shot. A fresh new ballista starts out, and I see the BLM start casting Blizzaga 2 on my alliance. I go for the sleep bolt, shoot him and make him stop casting. I attack him, then he gets away. He comes back again, I shoot a sleep bolt at him, but it doesn't sleep him at all. The hell? Red Mages and Black mages can get out a good 5 or so Sleepgas before resists come on, but sleep bolts die after the first one? Perhaps place it on its own resistance chart, and not on Sleepga/Lullaby.

Last thing, and this is just a personal fault I have, is to make Third Eye like Utsusemi: can only evade X amount of damage. Utsusemi will absorb 3-4 shadows then take the rest of the attack for damage. Third Eye can completely cripple my SADE+Hide. Either I miss Sneak Attack, Dancing Edge, or shoot a bolt and try to land a SA. Although I have to admit, it's good when a player provokes, jumps or Third Eyes me right as I'm about to WS.
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#10
User is offline   Frisk 

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I agree on the TP going to zero is BS. For example: I am sprinting behind a BLM (right on his ass) while spamming WS, and Tp goes to zero... Lag is so lame... -.-

And quarrying Bar XXX Ointments makes me want to kill kittens and club baby seals.
Just get rid of that crap... Its so useless XD
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#11
User is offline   Kauna 

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And quarrying Bar XXX Ointments makes me want to kill kittens and club baby seals.
Just get rid of that crap... Its so useless XD


Yes >.<
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#12
User is offline   ryolen 

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Tpk :
Three important changes I think need to be implemented to conflict:

1) When using the /sprint ability, as soon as you strike an opponent it should wear off, similar to the mazurka song.
2) When using a Weapon Skill on an opponent, and the message "Out of range" is displayed TP should not be reset to zero.
3) Weapon Skills should be usable for 360 degrees, like magic spells are.

The reason I believe the first change should be implemented, is because on many servers, especially at 60 and uncapped matches, most of the battles have degenerated to a sixty minute "/sprint, hit, & run" fest. Where melee players will use the /sprint function not to quickly cover distances, but to get in melee range of someone not yet engaged, strike them with a single round of melee, then quickly get out of spell casting range, before the opposing team can strike back or cast spells on them. By implementing the loss of the /sprint boost after you melee or cast a spell on someone, people who rely on these tactics will find themselves vulnerable to retaliation, like in any realistic combat simulation.

The second change I believe should be implemented because of the latency that most North American and European players have to deal with. On their screen as they chase someone down, they are standing close enough to put their arm around their opponent, and they can strike the player with melee attacks as they are chasing them, implying that they are within melee range, but if a WS is used, there is an 80% chance that an "out of range" message will be displayed, and all the TP that the person had will be lost, simply because the server couldnt tell them the opponent's real position fast enough.

The third change that should be implemented to the conflict system is because of latency again, but more specifically because of players that exploit that latency. As a samurai, one of the most frustrating things in the game is the inability to use your WS, the basis of your entire job, simply because your opponent runs in circles; Another heavily exploited tactic. Even if you face your opponent on your screen, or try to match them with circles of your own, you will always receive an "unable to see target" message because of latency. The only time your client side program will allow you to WS is when you see the target infront of you, but the only time the server will allow you to WS is when your opponent is really infront of you, which is when *you* see your opponent behind you. Thus, a well executed circle run will render an opponent unable to use any Weapon Skills. The only way to counter this tactic is to walk backwards. This puts your opponent infront of you long enough for your client to catch up and allow you to WS, but there is only a 50% chance when you WS that your opponent will have walked towards you, and it lands. The other 50% of the time they walked away or stayed at that range, and you end up losing your TP because you're out of range.


I LOVE that idea. Mostly for my SMN. If you get out of the Bloodpact range, the recast on it should be 5 seconds, and no MP lost. That is what makes Summoners such an easy kil in ballista.

If that new rule is every implemented, then SMN will be having a blast in ballista.

That OR make the Bloodpacts Instant like Weapon Skils... easy as that.
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#13
User is offline   Tainted 

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To take out the second rook. Two rooks is just gay.

It'd be nice if they added entire alliance gatebreach because it sucks when someone will stack every drk and rng into a party and they're the only ones to get gatebreach. A lot of times that's usually the reason a team loses. No balance in the gatebreach distribution.
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#14
User is offline   Angel of Enders 

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Tainted :
To take out the second rook. Two rooks is just gay.

It'd be nice if they added entire alliance gatebreach because it sucks when someone will stack every drk and rng into a party and they're the only ones to get gatebreach. A lot of times that's usually the reason a team loses. No balance in the gatebreach distribution.


Yeah I know what you mean. One of my recent matches I was running around with like 16 petra because the party I was in wasn't exactly gate breech friendly.
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#15
User is offline   Aluvien 

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I agree with Lucavi regarding the equipments: if they really want to give people a penalty for switching gear, then it should be for ALL kind of gear. It's not fair that I can't switch bard instruments while RNGs can freely switch their bolts <.<

A minor adjustment I'd like is that every job ability (including 2h) should be restored at the end of a Ballista match.
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#16
User is offline   kang 

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uhmm i totally disagree with allowing eq switches lol...(if do..just wait to see all the -dmg reduction gear when ppl get bind/sleep...it be so lame)...but i dunt see how bolt switching is a big deal. even without changing eq..u can still cast/sing different variety of songs, that doesnt miss. people switchign btwn sleep/acid/watever still has chance of missing. ur pressing diff macro allow u to sing differetn song, why cant xbow users be allowed to shoot diff ammo?

also i dislike the idea the of ENTIRE alliance gatebreach. what they need to do..is maybe...like similiar to PT gb..is...when an opposing player dies...allow the alliance members within a certain radius (maybe 1/3 of the radius compare to party gb) gets gatebreach. giving an entire alliance gb ===> slow and extremely defensive matches. 1 kill ==> retreat, run, quarry, score 18*5 petras. immediately down 0-90. lol

anyone have predictions on how the damage reduction on multi-hit ws will be?

im personally is starting to have doubts about brenner. depending on distance btwn each flameholder...and hp of them....the matches can be extremely slow and defensive. and will definetly require alot more members....
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#17
User is offline   ragingtoxin 

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Kauna :
And quarrying Bar XXX Ointments makes me want to kill kittens and club baby seals.
Just get rid of that crap... Its so useless XD


Yes >.<


Nukes need a nerf in ballista. I vote that the Ointments be kept in quarries, yet they give more than one elemental resistance. Preferably all, +70 resistance.
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#18
User is offline   Delequiox 

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im all for equip swaps thats just annoying
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#19
User is offline   Dimitrius 

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As a Bard, I would also like to be able to change equipment (instruments.) But I'll admit it would be kind of unfair, one could just run around the field constantly swapping gear to be pretty much untargettable.
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#20
User is offline   madestmatt 

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First of all I would fix the uneven sides problems we have on Fairy quite frequently! Nearly 50 percent of the matches are stupidly uneven!
First of all it should split teams based on chevrons a player may have. to give an example I was in a team the other day that was full of people new to ballista whilst the other team had people that play allot and have a number of chevrons.

Also if the sides are uneven after registration has ended I think the last person to register should not be able to participate (Put on the bench, read below) until another person joins.

By far the worst match I have been to was when the opposing team was a full party of merited Veterans, whilst my team consisted of me and one other guy that plays allot but is not merited and 3 other people that had never played before!! Needless to say we had our asses handed to us on a gold platter! (Personally I think merits should be omitted from nation matches completely)

Also I think they people should be able to join after registration even if the sides are even.
I have thought about how this could work for while now without making the sides uneven and this is what I came up with....

If the sides are even after registration, the only way anyone else could join is if there are 2 people joining.
How? You say. Well the first person would sign up with the Herald and the Herald would put that person "on the bench” so to speak, and would remain there until another person signs up, so when someone does they both enter the match at the same time.
This could also be very beneficial if things get uneven during a match, say if someone disconnects or someone leaves the match (Yes this does happen and really pisses me off) the person on the bench can take their place.

Though I don't think the person/s that joins after registration should be eligible for XP as a penalty for being late, that way you won’t get people who only play for XP joining right at the end of the match.

Well that’s what I would change.
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