You keep bringing up rampant cc / stuns, are you talking within the realm of FLs, or just Crystalline Conflict?
Also, there are ways to play around RPR in overtime, the same way there is ways to play around a scattergun shot there.
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This is not alarming tbh. Everything has gotten easy to the point that the trinity system is malfunctioning. Doesn't help that we tripled down on the designs as far as the roles being homogenized is concerned. You feel bored, you want something new, and pvp in your opinion seems to deliver. I'm happy you're getting into it. I can't tell if you're an adrenaline seeker or not. However, I'm glad that you find some sort of joy in pvp.
I mainly afk these days. However, if I ever decide to go back to doing content it'll still be pvp hands down. There's no variety for the pve dungeons. It's still following the same formula since ShB. (I wouldn't be surprised if this was asked for, and I didn't pay attention to that.) It's not worth doing roulettes from them in my opinion.
The only PVP I ever did to any extent in this game was Frontlines, and pretty much just WHM and SCH. I enjoyed Frontlines before EW because I felt like a healer. I haven't liked Frontlines since EW because I feel like a weak DPS with some healing tacked on.
I've gotten to the point I only queue up for FL daily for the easy crystals and job XP. If I wanna PVP in an MMO I go play GW2.
You have a five-second window with Purify where you're immune to further stuns. If Purify is down, you can use Guard to mitigate further incoming damage. If you're having trouble when Guard drops you were out of position.
The unbalancing comes from skills that are hard to counter. Salted Earth pulls in particular are a nightmare to counter if Guard or Purify isn't up. And there's nothing you can do except pray if a party of SCHs decides to do the SCH biolysis meta and cause 12k DoTs that last for 10 seconds.
Balance is overrated, gamers are too sensitive to a nebulous thing because they think they can quantify it in a meaningful way and they have to min max not having a bad time in a game by making sure the game can never cause them to have any difficulties when playing
to me PvP is balance enough as a sub content in the game,
you have all the tools to avoid any kind of cc or even prevent getting damaged with guard
the thing is let us try to shake not only job design but also in encounters for content similar to bozja,
we can identify if the ideas was good enough or not,
1 year is enough time to decide whether player base will like it or not
ShB bozja was a bit mess but people liked it that's why some people are mad that we didn't get one in EW
If there is more effort for this game mode and keep updating it even after 1 expansion people will play it I can 100% assure you if we got new content in bozja currently, no one will play roulette lol,
DPS will be happy they don't have to wait another 15 min for party
I mean it is a game after all, what is the problem getting around specific mechanic,
stun then hard hitting attack? get ready with mitigation,
red circle on floor? move away,
people in your party can't figure out how to avoid mechanic? find better party,
pf block the party because you have low IL? create new one but lower IL.
I can give you 20 more examples of current design that is so lame, but the idea people are just used to it so they see every new mechanic as a nail
This exactly, having difficulties with jobs is the only thing that makes them fun, and is the only thing that gives them any more depth in instance than versus a target dummy. I have the most fun when there's an 'optimal' way to play a specific job, but that way is physically impossible in the encounter. Like in ultimates, where bosses go untargetable multiple times and phases change at different points based on party dps. In fights like these sometimes you can't keep your gcd rolling, you start a phase with more/less available than you expected, or you cant keep your resources pooling, etc. etc. You actually need to think fast about what you'll do next. Percent based phases are definitely one of my favorite parts of ultimates and old content, it adds a bit of uncertainty to the otherwise 100% fully scripted fights and makes every pull feel different.
Though sadly, looking at how much hatred mechanics like Alarm Pheromones 1 got in M2S, fights will probably stick to the fully linear pattern a/pattern b status quo, where your job and the fights mechanics exist for the most part in a void and changing your rotation reactively to the boss almost never happens.