That one struck deep under the mammary gland #shameonyou.
Say what you will about me, but you leave the Aether #Maelstrong win rate out of this ;D
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You do realize that if this change goes in and is as OP as we expect it will be then this will negatively affect casuals more than anyone else? You thought it was bad now, just wait. These "Elitists" will have an even bigger advantage.
A good BLM will be able to get sleeps off with ease on anyone pressuring him, and then go full DPS mode and be free to burst. Sleep immune? No problem, he'll just freeze you. Oh sleep and bind immune? No problem, Heavy. Rinse, repeat, laugh.
Casual BLM's will still be wearing DPS accessories, have very little HP, and melt just like they do now.
They could have an effect where a silence that's done as a spell is being cast would lock them out of using any spells for X seconds. As it is right now, silence really isn't any different from a standard interrupt due to the incredibly short duration (sans traited ill wind), and most PvE encounters even reflect on this, you can't use silence ahead of time for an ability that's casted on a timed interval.
On the other hand, MCH and BRD's sustained damage is rather piss poor even in consideration of having cast times that they frequently can't do much except harass the casters (excluding summoners who work mostly outside of cast times). A blm's mere presence is a danger which. Nor is it like casters are completely SoL against people interrupting their casts through damage, especially when they have equanimity (in which case, a well placed silence or knockback at specific points of a BLM's rotation can be extremely detrimental)
We're looking at dealing a minimum of 1.4k damage per ~GCD (assuming the caster in question has 9k hp, and I might even be underestimating here, especially if they are going to use vitality gear) in order to get any interrupts on a caster through damage, more if they have shields. Even for a melee those are some big numbers to reach especially in relation to just how potent a BLM can be if they get off those casts.
If you look back, Renault's wasn't directed to your original post, and it seems like you were the one that took offense to exira's comment first.
I'm really not sure what to make of this change, just yet. On paper, it seems solid. I definitely get their reasoning behind it. Sch's and Blm's were practically useless in PvP, so this might bring them up to at least being usable without automatically becoming an instant liability. That said, I don't think that this will be enough to make them an competitive choice over Ast/Whm or Mch/Smn, especially because, in practice, I don't think this adjustment will do much.
In regards to tanks, War's will still be the reigning champions of interruptions, given that they have the highest burst and a 9 second stun lock (longer if they throw out a Mythril Tempest). Pld's will still have an identical stun timer to War's (single target duration, not multi-target duration), but their dmg output is far too low to cause consistent interruptions outside of a full GB or RA combo; so, they're full utility is still best realized by swapping to Dps or Healer support once they reach stun resistance on the enemy healer. Drk's will still be sidelined until they settle on what adjustments they want to go with. ... which really isn't any different from the way it is now.
The Dps hasn't changed much either. Casters and ranged will have a much harder time causing interrupts than melee players. Melee players will have an easier time causing interrupts than Tanks (based on dmg, not stuns). Same as before.
All in all, the best caster interruption combination is still War + Nin. I would like to hope that the general perspective on job utility will change a little, and tactics might get modified to reflect the viability of standard attack interruptions, but something tells me that most casual Feast players will still cling to their longstanding misconceptions (Ie: War's are only used for burst dmg. Pld's are only used for stun locking, which somehow lasts forever. Dps should only ever burst down the healer, regardless of who has the def buff, etc.).
I'm happy that intrupts will be more driven to skills like silence and stun, makes those kills more useful.
I'd be fine with hits slowing down the cast times too...
If you had 15k hp, you'd need to hit them for 2200ish to interrupt, which is possible, but we'll see how often it happens.
I agree, our sustained damage is bad, but imo, PVP is about the Burst and not sustained. Those who can pull the combo off of course, MCH burst is amazing, complete with a silence in the middle, and outside the burst, you should be assisting on kills, or causing a debuff/enfeeble ruckus while waiting for the Burst to refresh. Again, my opinion, I don't think Split Shots and autoattacks should be the shut down they currently are for casters, in the same sense I don't think I should be able to shut down a caster with nothing more than spamming Heavy Swing xD.
But that's why the casters themselves have abilities like surecast, equanimity and swift cast. A better solution would be to buff those abilities (especially in BLM's case, such as a traited surecast that isn't a waste of space, or at the very least be traited so it's not consumed when you still fail the cast for other reasons). Though I can at least get by with auto attacks not interrupting, weaponskills are more than enough. A BLM that can get off their sleep or fire IV is an extremely high payout.
In an environment like feast, there's no "assisting" when your sustained dps doesn't amount to anything; as you mentioned it's all about the burst right now, and CCs playing a role in some area (whether it be through direct means such as bind/sleep, or interrupts)
Guys don't worry, SE has done all of their testing from within the server itself. Once it's released we'll be able to witness the uninterruptable cast due to this game's piss poor latency! The excitement and anticipation for the truly soon to be broken system is unbearable.
Don't know how Black Mage is supposed to become viable without a change like this. People talk about good Black Mages being able to perform but the only time I have played with a "decent" Black Mage was when the other team literally ignored them. Every other time has them getting trained and being useless.
Your kind of mindset is actually what kills games. A good example is Starcraft 2 where they literally balance the game around professional winrates and you get a lot of frustrating game mechanics that kills off the casual base. You complain about que times now, just you wait when the whole bottom tier of players don't play anymore, The Feast will be a dead pvp mode just like the everything else other than seals rock.
That's true, but t's till much easier to achieve for a melee Dps than it is for a Tank. Like I said before, as far as Tanks go, War's are the most viable tank option for stun-locking a healer. Their stun duration is the same as Pld (roughly 9 seconds before resist), but they also have the added benefit of bursting via double Fell Cleaves. Pld's can come close to this, because a good RA can hit for an average of ~2k; however they cannot build that combo while stunning, unlike War's. In the end, the best way of keeping a healer locked down is through party composition, rather than single target assignment. War's and Nin's excel at this (slashing debuff for the win). Pld's, however, are best used elsewhere once their shield bash is resisted and Spirits Within is on CD. (either rescuing their own healer or stun + Full swing bursting a target for the Dps, etc) ... but, again, that really isn't all that different from the way it is now.
Honestly, my biggest concern with the current change isn't that interrupting casters will be "too hard." There's no such thing as "too hard." People just need to adapt and overcome. My biggest concern is that the changes won't even be noticed by the general, casual, community, so most of them will stay stuck in their pigeon holed mindset of certain jobs working one way and one way only instead of adapting to the circumstances.
SC2 is a game that is difficult at it's core. It involves heavy micro and macro. This game, MMO's in general, do not. WoW succeeded in a way, and LOL succeeded greatly. You can have a game that is designed with professional competition in mind while still being able to keep it balanced for new players. The problem is, SE is potentially failing to do that.
WoW pvp has been degrading for years and they actually had to combine regions because it came to the point that some battlegroups were only giving the top couple of teams the top title rewards, in 5v5 they didn't even give out the normal gladiator rating (top .5%) and only gave out rank 1 rewards. You can basically guess why this happened as they kept adding more and more abilities and making it more complicated and not as accessible.
Lol is different in that it they have patches every couple of weeks regarding balance and you have options to ban champions, that isn't possible in in WoW or FF14.
I don't see how people think it is ok to interrupt a caster by just hitting them, it is truly obnoxious and in my opinion takes no skill on the part of the dps doing the interrupting, most interrupts should be done by using abilities designed to interrupt.
Another thing I see from a lot of people is that they are complaining about how whm will be more op, they arguably might, but saying that the current system needs to stay to stop white mages is frankly stupid. People also say "good" whm right now are the best healer, that is objectively wrong, it is only true if somehow you have a inept opposing team that literally lets the healer do whatever they want. If a whm gets a repose off without a swiftcast then the other team is doing something wrong.
It's a two-way problem when you notice just how potent some of those spells can be when it actually does go off. Cure II's restoration is nearly half of someone's hp, fire IV is (280+10% + 87.5%) in one GCD, and BLM's sleep hits in an AoE and is on an entirely different DR than Bind and stun. Not to mention you alreayd have means to alleviate interrupts through surecast, swift cast and equanmniy. It'd be a far better alternative to adjust those rather than making a blanket change that downplays the presence of a non-caster ranged.
WHM has instant heals some form of CCs that the other healers lack. They're better than astro in some areas, while having their own weaknesses. Conversely the same for AST and SCH (though scholar requires having a specific composition to even take advantage of it, and can countered rather hard by specific jobs)
Abilities designed to interrupt are typically on a fairly hefty cooldown, with spells typically being very powerful to compensate for the interrupt... Remove the interrupt, and you just have extremely powerful Jobs running around unchecked...
Slap Silence on Power Slash and maybe I can accept this kind of change, but Yoshida going "You'll have to change your approach to interrupt spells!" is just stupid... How? Dark Knight is out right dead with this change, Warrior fairs slightly better (nice Thrill of War buff for casters, too...), and Paladin just continues being the mammoth it is... One assumes this will apply to Clemency, too... Jesus Christ... I'm going to be so damn pissed if I don't see Dark Knight adjustments in these patch notes... How does one change their approach here though? The only option is to double down on healers to take them out asap, which is exactly what they wanted to avoid... This adjustment is just stupid, they're making things easier for people who don't know how to play, but the end result is that people who do know how to play are just going to be completely unstoppable, which will likely have a similar impact to the old Morale system; New players get utterly crushed and quit as a result.
This adjustment needs to come with a plethora of new Stun/Silence/Knock-Back options for it to be remotely viable, but he makes no mention of that, instead he just says;
Proving once and for all, that Yoshida doesn't PvP in this game at all... Deal damage through heals? What the f*ck am I even reading... Faster and more dynamic? If we're meant to be ignoring healers and damaging through heals... That's a flat slowdown in battle... Unless heals are getting nerfed, or DPS is getting boosted (though as a Dark Knight, the last adjustment I saw was a double hit to my DPS with the VIT change and removal of my PvP damage buff...), fights will either be "Melt the healer" or "Wait for the healer to run out of mana"...Quote:
As previously stated, our aim is to make battles faster and more dynamic. And so, in addition to making supply boxes more useful, we want to reduce the burden currently placed on healers and shift strategies away from, “KO the healer to stop healing” and more towards, “Focus on dealing damage through heals and KO opponents.”
It is kind of funny that you are listing interrupt immunity with very long cooldowns as ways classes like BLM can handle pvp, if that was true they wouldn't be having a problem. You should also note that surecast fails half of the time. Making it so a BLM only has certain viability during a certain timeframe of a 3 minute cooldown is stupid. Also I realize that the mages can be op, Square can always change class abilities to work a different way in PVP similar to how you can't stack multiple WHM regens on one person. There is nothing you can say to justify promoting skilless gameplay on the part of dps being able to interrupt people like they do now.
Swiftcast is already nerfed to half potency for attacks in PvP, it wouldn't be unreasonable to extend that to crowd control and healing (I'm not sure if it includes heals already or not).
Fire IV is also not "(280+10% + 87.5%) in one GCD." Fire IV cast by itself is 1.2 GCD, and to get that 80% damage boost from AF3 requires a 60 second CD and 1 GCD, a full 1.4 GCD cast, or 3 full GCD casts.
Surecast and Equanimity look nice on paper, until you realize that they are used up when you start (not finish) casting a spell, have a pretty short duration/long recast, and only prevent interruptions from taking damage. I'm not sure how you could adjust those skills to remove the horrific imbalance of a fairy sneeze interrupting a spell, without making those skills insanely overpowered.
A reasonable alternative to this would be to reduce all cast times by 60% in PvP. At this point BLM is just annoy and run, annoy and run, they gave up, boom, BOOM, BOO-oh crap they remembered me, annoy and run, anno-oh crap they are immune, die.
Well at least they're planning something, I guess... I look forward to Tar Pits drain being doubled in potency and that's it...
FFS SE, this is stupid... Dark Knight absolutely needs something in 3.22... That casting change only makes Paladin and Warrior better (albeit slightly), while completely shitting on Dark Knight... Same for the increased damage from Heavy Medal...
Dark Knight has absolutely no place in Feast with this, guess I'll be skipping a week or so of PvP then... I didn't mind the lack of utility that much, I enjoyed the chase potential and just keeping healers panics, this change just completely shuts down the only thing Dark Knight had... I'd say they should put it in 3.25, but I'd rather get used to it pre-season... Though with no mention of an adjustment to the current stupid rating system, I'm not sure this coming season will be remotely successful... Is this a sadder display than 2.1? Seems like it to me, but I'm probably just putting the 'salt' in Salted Earth...
The cooldown isn't that hefty when you can crank out a guaranteed interrupt 2-3 times in under 30 seconds, on top of an interrupt for heavy damage. If receiving GCD spell damage caused pacification for 2 seconds, and had no immunity, that would balance things out a little.
There's non-dps applications, such as sleep, freeze, and sharpcast procs.
Yeah, I've mixed up the numbers, but you get my point with it being rather potent that you can justify not leaving them alone. Not just their dps abilities but CC abilities.
Surecast shouldn't be removed if a cast fails for any reason, I agree on that. Equanmnity could have it's cooldown lowered to be similar to what the other jobs can output in burst (which is around the 90s mark)
You mean like any other ranged job outside of their burst period. The difference is that as of now, a BLM has almost no potential of burst period because of the nature of interrupts and their cooldowns. Come the interrupt changes, and that changes in regards to MCH/BRD being able to harass casters. I agree that something needs to be done, but I don't necessarily agree with the change if it's going to do away MCH/BRD harass, and especially if it shifts the meta to "always stay on the blm".
Another change could be damage inflicting pushbacks with a maximum threshold, (like .1.5 each hit up to .5 seconds). It's a tricky thing to balance out; you don't want to get to the point where healers can just heal through damage while taking it (nocturnal AST in frontlines for example). At that point, silence/interrupts skills would also start to be used for their actual purposes instead of being a counterplay to surecast, or straight up locking them out from casting anything if the silence was actually done as an interrupt.
Sleep and Freeze suffer the same immunity build up as other crowd control, and having one instant cast of them every 60 seconds doesn't overpower swiftcast, especially when they wear off the second damage is taken, unlike every other impairment.
If they were as good as Fetter Ward, then they might become useful. As they are now, they are junk that might buy you a couple seconds each match.
Using some kind of skill and strategy for interrupts is exactly what is needed. There may be a better way to fix the issues, but taking away 2+ guaranteed interrupts per cast is a step in the right direction.
That's the offset for how long they last respectively (and honestly shouldn't be an issue with some form of communication), especially in bind's case where they can't turn for dps skills. And last I checked, the DRs are exclusive to itself; bind isn't affected by sleep or stun's DR. Being able to take someone out of the game for 7+ seconds at a time for a single GCD, and those 7 seconds can feel like an eternity in something as fast paced as feast. I'm not saying it's going to overpower swiftcast, but it's still a pretty damn powerful tool, and you most likely not need swiftcast for sleep with the interrupt changes, especially when only 4 (I'm excluding MNK and selene out of this due to form requirement and fairy AI respectively) jobs have a reliable means of silence, and two of them are shared within a role for a 4v4 queue.
I'm still learning to PvP as a WAR, but what im hearing with this "15% damage interrupt" is : "Now you need ALL the team´s damage focused on the healers if you want a chance to interrupt it on the span of his cast ON TOP of his/her mitigation shield".
As a healer, Black mage I am happy with the changes and will give pvp another shot this afternoon. The 15% isn't that bad, been hit by far more than that though In single hits. My guess is that means you need to land about 1,500 damage on a healer/ caster now.
I think is not a single attack, but the total amount of damage received during a cast that can interrupt it.
If is only a single hit, a healer with 10K of HP needs to get hit with a at least 2K-2.5K (with mitigation), something as a War only you can achieve with Berserk to be consistent ,so its animation will tell the healer " I'm going for you, please use insta heals", and yeah, Fell Cleave without berserk can get close to that, but you need to pray to RNG jesus to help you with crits. or a DPS needs to be on his ass at all times, instead of a tank.
If is a total damage during the cast, all the dps have to be on his/her arse to making sure the healer is blocked.
I guess when the patch is live we will know which method is going to be the used in the game.
Exactly this. ^
Including Holmgang (which is part of War's stun lock utility, regardless of how you personally use it) you're looking at roughly 10 seconds of stun time if not purified. On a single target, War's actually have a slightly longer stun than Plds. If you also include a double burst of Fell Cleave, then you would traditionally get two additional interrupts on top of the stun which can be saved for a cast timer, similar to Pld's Spirits Within; though, Pld's only get one of those. That said, those additional interrupts via double Fell Cleaves might be slightly less reliable with the new adjustments.
Pld's only stunning advantage is that they can apply it across multiple targets at one time, rather than just one.
Your terminology for CCs are very off. First of all, Holmgang is a bind, always has been, it is not a stun of any kind. Stun prevents the victim from doing anything but Purify. When a player is Holmganged, they can still use abilities and cast but cannot move a.k.a. Bind.
Paladin has 7 seconds of stun-lock capability, the longest Stun in the game.
Warrior caps at 4.5 seconds of stun-lock capability.
Paladin obviously wins, and can stun for 7s more often than Warrior can with their 4.5s. Paladin's stun advantage is that it is longer,on demand, and can be used more often.
I'm not including Spirits Within or Holmgang because they are not stuns. When refering to stun-locking, it is the act of actually "stunning" your target into submission. I cannot express this enough.