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What should be done here is to just let melees finish their skill animations and hit even if the other players get out of range, some animations are so long its almost impossible to hit with those skills. Again ranged classes are at the top because they will always hit, while melees deal with major issues and extra difficulty.Quote:
Jumping characters are difficult to hit
In patch 2.1, new coding was introduced that will estimate the character’s position to improve response time. As a result, response time has improved drastically in other content. However, because the estimation on the character’s position does not apply to character's that are jumping, this leads to melee attacks not being counted quite often. While we continue working on this issue, I would like to ask that until this issue is addressed, please try not to use the jump as an intentional dodge maneuver against melee attacks.
Oh the humanity. One minute it's "I only do 8k. I do less damage than DRGs and BLMs." and the next minute it's "I can easily do 18k if I have another SMN with me."
So what you're saying is, Yoshi P's statement is correct, and that SMNs damage far exceeds that of other classes in PvP, which is then compounded by adding in a second SMN. Unless you suck, and only do 8k, because you don't have a second SMN.
I honestly don't know why people felt summoner needed a nerf lol I understand the multiple raises, but damage wise it's really hard to get anything off as a caster with someone one you the entire time. There are several abilities that remedy the interruptions but not enough lol I feel bard more than anything needs to be nerfed for pvp, mobile damage without any chance of interruptions.. And SMN is overpowered? No wonder the pvp in this game sucks. It's a hack n slash gear contest at best. 0 Strategy 0 skill required. The team with better gear and a little common sense will win every time.
Here's what I don't see that's making me rethink my subscription fee (I'm a WHM):
1) A fix to Surecast that makes it un-interruptable. As it stands Surecast doesn't save me from stuns and interrupts, which means casters can never cast when another player is on them unless they wait for a Swiftcast CD to finish. Keep Equanimity the way it is, but there has to be at least ONE spell that healer can rely on to get a heal/CC off when pressured.
2) A more intelligent Esuna that prioritizes movement debuffs. Who has time to dispel 5 stacks of DoTs first while a WAR is closing in on the distance between you and your gimp legs?
3) Fixing lag. I constantly use instant cast spells like Benediction, incur the CD but have my target die as if it didn't apply. Combat log confirms that the spell landed and the target died anyway. I have not noticed this in PVE, but then again the burst damage in PVE isn't anywhere near as high as in PVP. Other related problems: getting Holmganged or Tomahawk'ed through walls, and a WHM and BLM mutually sleeping each other (ONE of them had to have been first!)
4) Lower Sleep/Repose's duration. Period.
5) Separate PVP profiles for separate jobs. With WHM sucking as it is, I'd like to invest some time into Monk or Paladin but I don't want to spend the limited amount of PVP points split between 2-3 jobs and I sure as hell am not going to corpse grind the exorbitant 5k Wolf Marks to reset my points. The power of the armory system is that I can move freely between jobs without creating alts, but having a universal PVP profile for all jobs is a serious attack on the versatility of this system.
I love PVP, I love Final Fantasy, and I've been a staunch supporter of Yoshi-P and ARR, but unless I'm missing another post with a more exhaustive list of changes, the current adjustments won't be enough to keep me around.
got sick of pvp after the first few days !! low points high cost of items and one map lmfao one map no cap flag no cap bases just the same arena over and over .. grinding i can handle but this is to much.. roll on 2.2 poss 2.3
Summoners do not need to be punished so poor teams can kill them easily without any strategy casters can only do impressive damage if they can get anything off and at the moment it's varies based on the PvP matches. Some matches Summoners will do 18,000 damage some matches it's as low as 2,000 because we barely got anything off because of stuns and interrupts. If anything Bards should be nerfed because they don't suffer the same fate as casters. Bards are highly mobile and don't get punished for having to damage while moving like casters and they also bring a lot more utility than any other class making them beyond overpowered in PvP. What about how overpowered melees and Bards stuns and interrupts are what about sleep all those issues have to be balanced before nerfing Summoners
You read the post at the first page ... or are you just too ignorant to see that both the Summoner and his/her pet are too overpowered in pvp ... YES, they deserve it and it's already decided. What's your point with Bard now ? Read the patch info for 2,1 and you see his dmg is reduced by the range he stands to his target ... Sigh some people don't have any plan and gain nothing through their own subjective view.Quote:
Summoners do not need to be punished so poor teams can kill them easily without any strategy casters can only do impressive damage if they can get anything off and at the moment it's varies based on the PvP matches. Some matches Summoners will do 18,000 damage some matches it's as low as 2,000 because we barely got anything off because of stuns and interrupts. If anything Bards should be nerfed because they don't suffer the same fate as casters...
Black Mages do 20,000 damage in PvP and Summoner's do 18,000 damage in PVP if they are not interrupted or stunned. When a Tanks sits on them and stun and interrupt there damage goes down to 3500 and 2000 so right now there is no need to nerd Summoner without nerfing stuns or interrupts. Summoner's total damage is a combination of the Summoner and Pet which acts as an auto attack the pet does between 40%-45% with Rouse and Spur used. Also Pets stats increase with gear and a lot of Summoners are using there Relic weapon and i90 Gear instead of the I'll 55 for PvP until they can get the ilvl 70 gear that's is where the pet damage increase is mainly coming from cause on ilvl 55 gear my pet damage was sucking it was back to doing like 60dps instead of 136dps the I get from wearing the myth gear