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  1. #11
    Player
    inhaledcorn's Avatar
    Join Date
    Dec 2015
    Location
    Limsa
    Posts
    396
    Character
    Elliot Cloverfield
    World
    Adamantoise
    Main Class
    Sage Lv 100
    Quote Originally Posted by Brandedblade View Post
    The whole point of nerfing critlo the way they have is because SCH now has Recitation to give a guaranteed critlo. There was no way we where getting that cooldown without critlo being nerfed.

    Critlo was balanced around the rng of critical heals, and now that rng can be mitigated. Which makes it way to powerful. I can give an example, in O9s deploying a critlo during the earth phase completely nullifies the debuff tanks and healers get that requires them to be healed for full. Whereas the dps arent harmed by it if they fail their mechanic properly because they'll take more then enough damage irregardless.

    Tl;dr Critlo was too strong of a mechanic and had to be nerfed in order for Recitation+Deploy make fights a joke (or if your a 'good player', even more of one)
    Critlo was absolutely too strong a mechanic and absolutely needed to be nerfed, and I think that's part of the reason why SCH has been in such a weird place. A lot of SCH's really OP things were removed, and now, because of the loss of the really good things we had, SCH's now left with the things that aren't so good. SCH's problems are becoming more glaring, but, because of how hated AST is by the current playerbase, I doubt SCH will be fixed before the next Expansion. It's a shame, too, because I love this job, but it feels so frustrating to play sometimes.
    (1)

  2. #12
    Player
    Sloprano's Avatar
    Join Date
    Oct 2014
    Posts
    282
    Character
    Quilia Labro
    World
    Cerberus
    Main Class
    Scholar Lv 100
    Quote Originally Posted by Brandedblade View Post

    Tl;dr Critlo was too strong of a mechanic and had to be nerfed in order for Recitation+Deploy make fights a joke (or if your a 'good player', even more of one)
    Indeed, I kept hearing that it trivialized savage runs. If that is so important to kneecap it begs the question why SE hasn't touched on tank invulns. How many times haven't we have a great big scary Extreme/savage boss who spends half a minute casting a double-whammy tankbuster you're supposed to mid-cast provoke or share, as it was designed for. All of them just trivialized by the tank popping HG, HolmG, LD or SuperB.

    We're getting off-topic, but still an important one that I think deserves recognition about deployed critlos: they're fun. If SE allows us to cheese any tank mechanic with invulns, whats stopping them from letting healers feel just as powerful. Spread critlo (that, note was completely random before 5.0) made everything from T.G Cid to God Kefka a joke. If that made SCH OP, then the other healers should have something as equally powerful. Just off the top of my head:

    WHM:
    Might Wings is a juiced up Passage of Arms, everyone in range takes zero damage next five seconds, with an cooldown equivalent to HG.

    AST:
    Taking a leaf from King Crimson you bend fate to your will, any damage that is lethal or would take more than 50% of each party member's HP is simply erased from existence and nobody even remembers there even was an incoming attack.

    These are just quick drafts that Im sure could work in some random surprise element like critlos was for getting that moment of relief and respite knowing you got lucky and can relax for a moment.

    Because if SCH was OP before then it's simple: OP is fun, and everyone should have OP skills to feel OP on their job.
    (1)

  3. #13
    Player
    Brandedblade's Avatar
    Join Date
    Nov 2017
    Location
    Limsa Lominsa
    Posts
    841
    Character
    Gunther Frey
    World
    Balmung
    Main Class
    Scholar Lv 90
    Quote Originally Posted by Sloprano View Post
    Indeed, I kept hearing that it trivialized savage runs. If that is so important to kneecap it begs the question why SE hasn't touched on tank invulns. How many times haven't we have a great big scary Extreme/savage boss who spends half a minute casting a double-whammy tankbuster you're supposed to mid-cast provoke or share, as it was designed for. All of them just trivialized by the tank popping HG, HolmG, LD or SuperB.

    We're getting off-topic, but still an important one that I think deserves recognition about deployed critlos: they're fun. If SE allows us to cheese any tank mechanic with invulns, whats stopping them from letting healers feel just as powerful. Spread critlo (that, note was completely random before 5.0) made everything from T.G Cid to God Kefka a joke. If that made SCH OP, then the other healers should have something as equally powerful. Just off the top of my head:

    WHM:
    Might Wings is a juiced up Passage of Arms, everyone in range takes zero damage next five seconds, with an cooldown equivalent to HG.

    AST:
    Taking a leaf from King Crimson you bend fate to your will, any damage that is lethal or would take more than 50% of each party member's HP is simply erased from existence and nobody even remembers there even was an incoming attack.

    These are just quick drafts that Im sure could work in some random surprise element like critlos was for getting that moment of relief and respite knowing you got lucky and can relax for a moment.

    Because if SCH was OP before then it's simple: OP is fun, and everyone should have OP skills to feel OP on their job.
    OP is fun, but it doesn't seem to be healthy game design as OP-ness can cause one element of a game to overshadow another. The main difference between Tank invulns and mechanics like shielding your entire party for 50-70% of their entire health on a lucky draw is the fact that while, yes, players do use them for cheese. Tank invulns are a nessecary tool for self preservation when things turn south.

    I'm also under the impression that a majority of the time, tank invuln cheesing tends to mainly only directly effect the tank, as opposed to protecting the entire party. While there are absolutely scenarios where a tank invuln could cheese group damage, such as tanks taking a stack marker and invulning the damage away from the group, a majority of the time it's used to either smooth out tank swaps, or negate the need for it, depending on the fight in question.
    (1)

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