In the old system sure, but there's technically no more healers so it was a weird decision to move away from DR lol. I don't mind it personally, but I wouldn't be against it coming back either.
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DR is still there with cleanse purify. Old DR was stupid and hard to track. I'd rather them to work with what we have right now, which is playing around the cleanse purify DR.
Okay, what is DR for you? I'm obviously thinking about something else...
DR would be multiple applications having less effect passively, so diminishing returns.
Currently it's a binary. Full duration, or nothing (except if purified etc).
DR is diminishing returns where effects are weaker in repeated uses. Use sleep repeatedly on a mob in pve and you will see the sleep timer get shorter till the point where the mob resists it. PvP used ro have this feature, but they opted not to use it in the new pvp.
Just turn off damage reduction. It'll be more fun, trust me.
No, that would be stupid.
I know how it works in pve, and no, pvp never had that feature. What PvP had was a binary immunity of 10s after you suffered a specific cc, for example stun: you were stun immune for 10s, but not heavy immune for 10s. It's exactly what cleansed purify does right now, but it was only for one specific type of cc, and twice longer. And a nightmare to keep track of.
You sound a bit too sure of yourself mate.
Diminishing Returns was a feature prior to 4.0 PvP as it used the PvE skills as a basis of combat, along with most other mechanics. The difference is that certain skills had their effects adjusted for PvP (like Shieldbash had 4s stun duration rather than 6s), something they added over time during early PvP as BLM's AOE sleep for 30s... was kind of excessive.
4.0-6.05 there was CC resist like you said for 10s (or 15s with 4.0-5.05 PvP, when selectable traits were a thing). So the most CC you'd take was a Stun -> Silence + Bind for a total of 4-5s, depending on when you played. I don't think it was a nightmare to keep track off though unless you pressed all your buttons as soon as you see a target on your screen to attack.
Short: Yes PvP had that feature from 2.1(where PvP released I think?) to 3.58.
6.1 only melees had dr, the old ones from last expansion. It was too easy to kill then, especially if you had max battle high. Melees weren't safe from range classes, and I believe DNC was just about unplayable. Recuperate and Guard was useless if you actually got caught by at least 3 people.
Unless you're trying to personally turn the frontlines maps back to Summoner's Rift or get rid of melees and tanks entirely (excluding DRK, PLD, and NIN) you don't want to go back to having no sort of damage reduction.
I reach my conclusion based on personal experience on Primal
I am mostly solo on the frontline since Frontline exist (still able to do it post 6.1) and I can tell who is paying attention to DR and who is not prioir to 6.1
I judge my opponent based on their reaction and actual performance instead of the fake numbers on the scoreboard.
My definition of veterans are those skilled is CD management, burst, and situation awareness (buff, debuff, and DR,etc)
They don't need to be high on the scorebord, but these people are cores of a successful random frontline team.
These people are in trouble at 6.1 because now players is able to spend CC without worry about DR.
I do still beleived 6.1 did reduce the skill gap between veterans and normal players due to non-exist of DR.
My mistake then, I assumed people were referring to the various damage immunities added to pvp (after a totally DRless pvp) at some point during Stormblood, that we still had in Shadowbringers. Didn't think people were going that far back to HW. I'll definitely admit that I haven't pvped much in HW and this flew way over my head.
I think you could make it better with having these LBs be casted. Especially since it would actually allow counter play in some scenarios. Especially since I think with the way some LBs look, it would fit perfectly to have a cast time. Good example is MCH's, when you hit Marksmen's Spite your enemy gets a crosshair on there character as a notification of "your about to get domed" which by the time you see it, it snapshots and your basically owned. If it was casted you could have the crosshair be an indicator of about to be owned and you could counter play it in some way. I don't think it would work with every LB, but a large majority of them would work with it.
I think this highlights of the issue that the jobs not having any baseline survivability built into the kits is horrible. Having all of that basically frontloaded into the skills such as Guard/Recup/Purify and barely having anything else to live causes ppl to be incredibly squishy, especially in large scale modes where you have a couple people can sneeze in your general direction and you'll be evaporated. This causes Frontlines to get DR on half the jobs making them incredibly tanky, and now we got the other issue of everyone being incredibly tanky and it eliminates the ability to try and kill someone by yourself. More baseline survivability for every job would make things so much better and less cringe to deal with, and I think having that designed in wouldn't hurt any of the 3 main modes pvp modes at all.
Spite is fine and is really the least of the worrying ones. I don't like Seiton for how low effort and snowballing it is on top of its range, I don't like zantetsuken because a lot of jobs have very poor or no defense against it (and some also need to AoE to work), and I don't like meteodrive because of its range and it's also borderline broken vs ranged players (or even melees). I don't hate them for being single target in essence.
These LB are definitely better than the previous role ones were. Some of them are still bad though and the fact that some are instant, and some require years of uninterrupted gameplay to get value from is pretty much garbage.
Gunbreaker is sadly horribly designed, its cool from a fluff perspective but its garbo in actual game. Having your mit locked behind a junction as well as your dps being neutered when you are not in a certain junction feels terrible. Best thing they can do is make Nebula baseline at a slightly reduced effectiveness and instead give Heart of Corundum as the tank junction ability.
You're welcome to come duel men if you want to find out. I get the feeling you won't though lmao.
I don't disagree that GNB could benefit from easier stance changes and whatnot, but people are selling it very short for the simple reason that they see the glass half empty: they see that a stance doesn't let them access to something, and another stance removes them another thing, and suddenly they feel that it makes the job underwhelming. Can't exactly have your cake and eat it.
Get rid of the healing junction and make gnb work like Tyr from Smite, toggleable stance with a little cooldown that changes what you skill does like how in tank stance Tyr just dashes through people, but in damage stance anyone he dashes into gets pulled along for the ride.