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>When players kill the healer first then subsequently kill the dps thus requiring less total damage.
>When damage is split across the board because said players getting killed are getting hit by more than one person.
>When kills are also getting distributed to other teammates.
>When a screenshot is magically capable of telling the entire story of a fight.
>When a screenshot is available of above player not meeting their own standards in the slightest in a premade.
>When you have such high skill as a premade, your mere presence makes others turn tail at first sight.
>When the opposing team(s) refuse to leave their spawn after 2-3 wipes.
>When the opposing teams flee the entire fight.
Not to mention that Mael group doesn't really focus on kills. They mostly control bases. 300k or bust on a PvE map where you can win with VERY little damage going out is ignorant / trollish. Falz pls.
When big ice takes 30 years to kill, bases > ice.
I think his screenshot told us two things:
1st. Shattered can be won by without touch the ice. This is a slap on the face on those who claims that Shattered is a "PvE".
2nd. Need to looking into effective damage done vs total damage done. We shouldn't be surprised that this premade party have lower overall damage than pug. They are pre-made and should be able to perform co-ordinated attacks to land a kill. Let's say on average, a player HP is about 10k with default pvp action 5k self heal. Some jobs are able to take monk action, we can add another 5k self heal. In their, to kill a player, you only need to output about 20k damage. In the screen shot, beside first 2 dragoons are kinda under par that par, most of dps are able to kill a target under 20k damage.
Especially 3rd dragoon and the machinst performed exceptionally. These two players pretty much drop someone under 15,000 damage. You can assume this pre-made really know how to effective land a kill.
No one said that you cant win shatter without ice it was pretty clear that its not needed since day one of this mode.Even more since they changed caster dmg on crystals in 8vs8vs8 if you have a fair amount of casters its taking way to long to destroy it but that doesnt mean that it wasnt more PvE focused when it got released. The screenshot told me nothing *shrug*. Premades are premades its not hard to focus your damage in a premade against pugs (even easier if enemies have only inexperienced healer/no healer/soloheal). I know how easy it is since I played in a premade at the start of this mode its really just faceroll you may want to say "effective" dmg but thats just normal for a premade lol. I just said dmg and kills dont make a class "op" you can get with pugs same amount of kills and even less dmg etc. it doesnt matter scoreboard is nothing that can show u if a class is op thats my whole point. Btw after caster nerf to ice its really easy to do that because if 8players not attacking ice and 1 team gets killed the 3rd time wont kill ice in time with to many mages.
+ prenerf this would be ineffecient (15min for 1 win lol)
Evangela, as it stands, NIN as well is a Dex job. This is more an observation, but it seems like Dex jobs get shuffled into support-like roles more than other jobs do. Unless SE finally, LITERALLY designates a Support role for parties, we are still DPS and need to deal damage to attack/defend effectively. BRD/MCH already suffer both damage AND range penalties without our casting stances, so movement is still somewhat a concern. We get around that by effectively flanking and positioning well. In PvE, for the longest time we've been shorted and restricted by the Support/Not-Support design, and though it's less felt in PvP, it is still there.
If you simply make it so a ranged DPS can't possibly stand up to a melee at all, people would simply drop BRD/MCH for more casters.
Oh, I was in that game of Frontlines that was posted earlier. I think one point we had 300 points, went down to 44 points and ended on that measly 317.
In small ice, all you can do is try kill ice (magic casters become useless) and in big ice there's no hope at all against that sort of premade since ice dies too slowly. There's no stopping them once they can just Spineshatter Dive -> Instakill. Not to mention that even if I try Sleep them, they have Fetter Ward up.
This sort of problem never occurs in JP Frontlines as most people are solo, pugs have more coordination than on NA and there's more 72 man pops at night. 90% of matches occur in 900/900/1000 scores for 24 and 1500/1500/1600 scores for 72s on the JP servers, well on Elemental DC at least.
Can wars please, please get the harpoon/pull and invuln in holmgang split into 2 skills?
That's not likely to ever happen. Firstly, Holmgang is a PvE job skill. SE rarely touches those in virtue of PvP, and when they do it's usually something very small, like negating an effect within a PvP instance (ie: Cleric Stance or Storm's Eye healing redux, etc). Secondly, splitting Holmgang's effect would require splitting it into two separate actions. That means they'd have to add an additional action for War's in either the PvP or PvE tab. In PvE, that would give War's an extra ability over all of the other jobs. In PvP, that would give them an extra ability and screw with the Ap point system.
SE seems to work in a very rigid framework when it comes to abilities and actions, and they like to use that system as a reason to avoid making major changes and adjustments. I don't see them taking a step outside of that box, least of all for War which is arguably the strongest tank job in solo-queue.
Do warriors and drks and pallies have the EXACT number of actions? If not I don't see how it's giving warriors more actions than others.
And the pull portion of Holmgang isn't even very useful in pve.
At very, very least can the self bind be removed? It's totally unneccessary.
Further making unleash bind is pretty much the equivalent of giving darks an extra action over pallies and wars in a pvp setting.
Your argument just doesn't hold up februs.
Don't make it a pvp action then. And the fact that many regard wars as a good doesn't mean there aren't qol or general game play changes that need to be made. Wars are easily kite imo. Even with weapon throw. Holmgang is the only tool a warrior has to stay on an enemy.
And it severely punishes the warrior at the same time both in terms of obscene cooldown and the self bind.
Making it for all practically purposes useless outside of a very very few instances.
It's a problem. They should fix it.
As PLD too if I'm not wrong, any job has his pro and cons and anyway weapon throw is truly a good help, also before you had to manage your sprint better than now because of TP, now all the tanks and melee haven't to worry about it and again, with this CC time reduction, you can be slept or bound for a shorter timeframe.
I can agree with you that the drow-in and the invulnerability effect matched together with such cooldown is an odd choice,
but actually WARs are already painful, it's like asking for a shorter cooldown for shadowbind (40 sec) because Foot/Leg Graze can heavy or Bind every 20sec.
BRDs as WARs are already painful, you can't ask for other buffs in my opinion x)
Anyway if they would fix it, can do it adding a PvP skill for WAR that does just the pull effect of Holmgang, giving it a reduced cooldown via trait, and leave Holmgang as it is or removing the pull effect (and the chain animation too at this point).
And a little off topic, P4X0R10N, you can use "Edit Post" button to not make a lot of post in a row, it will make you able to write more than 1000 char.
All jobs have a total of 10 job actions, which they all get at identical level bracket intervals. The only exceptions are Astrologian and Dark Knight, because all of their abilities are considered "Job Actions." Though, they still have an identical total number of actions in comparison to the rest of the jobs, they're just classified differently. In any case, War would be getting an additional skill over all of the other jobs in the game, more so if you consider the fact that Holmgang is far from useless as it is. Other skills have far more glaring problems, by comparison.
Adding or removing an additional effect is NOT the same as splitting one action into two. I've already said that with my example of Cleric Stance or Storm's Eye. Changing the details of a certain effect within the PvP zone is fine, and they've done that before. Though, they did have a valid reason for doing it each time. Storm's Eye, for example, was unbalanced because the proper application of it before a Dps burst placed far too much strain on healers. Holmgang, on the other hand, functions just fine the way it is. It has downsides, but those downsides reflect the move's utility.
You should also keep in mind that splitting the immunity and snare effects of Holmgang would also make the balance between Pld and War even more one sided in War's favour than it already is, as Pld lacks any kind of draw in or gap closer effect. Drk has plunge. War has holmgang. Pld has their stuns, but stuns only have a 3 yalm range (half that of holmgang which is 6 yalms). They can use it to prevent a target from running, but they cannot use it to snare a target that is already in the process of running. The only tool they have for that is weapon throw, which all tanks now have access too. In the PvP world, there is no tank in the game who is as easy to kite as Pld. Wars and Drks have nothing to complain about by comparison. Hallowed Ground is a good compensation; however, it's worth reminding that HG has an 7 minute CD. Plds can only use it a maximum of 1x per match. Drks and Wars have no GC's that suffer nearly as strong a penalty as that.
^ This, on the other hand, is totally do-able and would be an acceptable adjustment. Normally, the self-bind effect of Holmgang would be considered a balancing feature. It's basically a punishment if the War missuses their Holmgang. That said, the War has no way of knowing if their target has Purify up or not, so it's a guessing game rather than a calculated skill. As long as that's the case, then the penalty of being locked in place is a bit steep to inflict. So long as they could implement removing the self-bind without causing too many technical mishaps (such as letting Wars drag their targets around the arena), then it would be a welcomed change to the job that wouldn't be too imbalanced or overpowered.
Or I've been thinking. Just reclassiffy the pugilists mantra action to a monk action (which makes more sense imo lore wise) and then let the war cross action the shoulder tackle instead of the mantra.
This is the most elegant fix as it doesn't screw around with any existing abilities nor does it require the addition of a new ability.
Fix what exactly? Just like any job warrior has its strengths and weaknesses.
Giving War shoulder tackle would just make an already unbalanced equation even more so. War would suddenly have access to 3 oGCD stuns on top of having a gap-closer, draw-in, and knock-back. Include their inflated dps numbers, and there would literally be no reason for anyone to use any other Tank in PvP other than War. Adding utility to the Tank role is one thing, but mo job should be made so powerful that it completely outpaces every other job in its field. War already comes close to being the undisputed champion of practically everything, so adding something like this is wholly unnecessary. By comparison, your request to remove the self-bind effect of Holmgang is much more agreeable, though even that is unnecessary.
Draw in has its limitations like we discussed. Knockback is on a what? 2 min timer?
I don\\'t think access to stuns is gonna be an issue.
And drks have a pvp slow, gap closer, weapon throw, and now an on demand AOE group bind.
That\\\\'s a shite ton of cc and means for staying on target for one tank class to have.
letting a war charge every 40 seconds or whatever isn\\\\'t gonna break the game or suddenly make them even more valuable than they are.
Besides, like you said, their dps, more precisely their burst, is what sets them apart. But that\\\\'s how feast is designed. It favors burst game play and so unless that\\\\'s fixed, wars will still be favored.
So my suggestion is still reasonable in that it won\\\\'t really have any effect on the way wars are perceived to be better since it doesn\\\\'t increase their burst dps.
Your argument basically comes down to wars are good at pvp so don\\\\'t make ANY changes or improvements even if it would improve the players experience using the warrior and making the warrior just an all around more fun class to play.
SE should just take my suggestion and give drks something they really need. Give them storeyes healing debuff. At least that is indirectly a "dps" increase in that it helps your group burst down an enemy faster.
Now that is a change and buff I can understand and one that would help fix the "equation" by actually addressing the probem.
I dont' know how to say it, DRK has no Berserk, Maim and Double Fell Cleave...
WHAT?
Honestly if you dont' think that it will increase his DPS I start thinking that you really want to buff your class to a totally OP class just to feel more godlike.
I know it can sound rude, but really, it doesn't make any sense aside of it.
It has a 100 potency and it's an OGCD, so you can put it between 2 weaponskills, and WAR has Fell cleave that has one of the highest potency in the enire game, and he is able to do it twice in less then 3 sec while buffed by 50% on his DPS (again it's the strongest DPS buff by itself in the game) + 20% Maim.
Also it will have access to another Stun so he can chain 5 sec stun, that is pretty high as hell if you compare it to a PLD that can't be compared as DPS and as burst to a WAR but can do "only" 7 sec.
And most of all it's a gap-closer...
This will kill other classes' fun, if a class is totally op and you are not using it you will feel a dead weight for your party and will be forced to swap to it, expecially in a Rakned system.
If you dont' think that it would be any overpowered, red the comments above, read the other explaination in you post where you ask for this "fix", but honestly I don't think anything will change.
For example I'm so dumb that I can' kill someone with my BRD burst rotation because people flee while I do it, but really I can't ask for any fix to this because I dont' have any gapcloser / heavy to avoid them to do it, you just need to deal with it and try to use your's class strong point at its best and try to negate opponents to hit your class' weak points.
And darks have 400 potency soul eater plus 450 carve and spit which is OFF global cooldown plus plunge so what's your point?
And darks have 400 potency soul eater plus 450 carve and spit which is OFF global cooldown plus plunge so what's your point?
And berserk has a 90 cooldown and 4 sec debuff.
And drks have blood weapon which increases attk speed by 10 percent and restores mana for dark arts 400 potency soul eater EVERY combo.
So what's your point?
Darks had their dps buff a while ago and it honestly is not that bad. The change to dark arts a while back already somewhat remedied their lack of burst.
So what's ur point again?
You have a bind as a bard! So you do have an option to kill those running away.
At least you have a viable option.
ALL CC have a restriction of some form or another, so what's your point? In the case of Mythril Tempest, it's on a relatively long CD to compensate for the fact that both of War's Stuns are oGCD, and one of them is on a ridiculously short timer of only 20s (which is shorter than even shoulder tackle or plunge). Again, since you can't seem to grasp this concept, the idea is to keep the job BALANCED, not just with itself but with other jobs as well.
How could you not see this as an issue? You'd be giving War THREE oGCD stuns that they could use in conjunction with their double Fell Cleave burst rotation. Even the weakest of War's could see the value in that. The strongest Wars out there would be able to guarantee that the enemy healer would be dead once every 2 minutes, and that's the best case scenario. If the enemy healer is weak, or the War's dps happens to be strong, then they could practically kill the enemy healer on demand so long as CC resist wasn't up. That's absurdly overpowered. It also completely deletes Pld out of the potential party compositions, as three oGCD stuns + Fell Cleave x2 is FAR superior to 3 GCD stuns and no additional dmg.
So what? They have a gap closer + slow is practically the only utility that Drk's bring to PvP right now, and it's clearly not enough because NO ONE uses Drk. Those who do, lose. Even with their burst (which is still no where near as strong as War), they offer practically nothing to the party.
Heavy is far and away the least consequential CC in PvP. No one cares about it, and the only time it's even useful is if you absolutely need to slow someone down from chasing, or if you're trying to slow someone down from escaping. Both circumstances only occur if the healer is either dead or out of Mp. Outside of those two circumstances, heavy is next to useless.
As for Bind, its utility is still questionable. 3.4 isn't even out yet, so we can only make assumptions here, but I really don't think giving Drk's a bind is going to suddenly make them the hottest thing in PvP tanking. Firstly, Binds are easily broken by even the smallest amount of dmg, so the Drk will be working AGAINST their own team, especially casters. Secondly, Binds cannot be used to secure kills the same way Stuns are. You can stop a target from moving, but they can still use actions and, as soon as the Dps catch up and hit that target, they're free to sprint away. You can't seriously compare that to something like a stun, which ensures the target is totally helpless for the entire time the dps are beating on them. The fact that you're even tying to draw these comparisons to justify this ridiculous idea leads me to believe that you either don't know what your're talking about or are just flat out trolling.
"Strongest" wars could guarantee dead healer every 2 mins?
I'm assuming you mean with dps's help. Because double fell cleave WITHOUT full swing isn't gonna be anywhere close to 10k damage to bring down a healer.
Full swing is on a 2.5 cooldown.
And if dps is there, they got their own stuns too so you're argument about a war with 3 stuns is oped doesn't make sense since a dps plus war as it is has 4 stuns in between the two of em if the dps is a monk.
AND mythril tempest is on a 2.5 min cooldown.
I don't know where you're getting this "2 mins" figure from.
Drks offer nothing to the party? What about carnal chill?
It's 60 percent damage debuff ever MINUTE. Granted it's only for 6 seconds. But you could basically eff up a wars fell cleave, stun, fell cleave combo by hitting him with carnal chill after the stun.
Since the stun is 3 secs at most, the healer would wake up before the debuff wears off and can protect herself if the war chooses to wait for the second fell cleave.
There you go. An easy counter that will save the healer EVERY time against a warrior.
Please. If you don't think what's basically a tank limit break every 60 seconds is good enough utility I don't know what to say.
*is not good enough
Firstly, I've hit a single Fell Cleave for 4-5k using a offense buff in Feast, so clearing 10k is definitely possible. Add the Berserk buff on top of that and there's no question about how strong Fell Cleave can be, assuming the War is left alone to freely use it. I've seen Wars score well over 100k dps a match as well as solo-down enemy players. They have monstrous potential if left to their devices, even alone.
Secondly, there's no reason to assume the dps are not working together with their War, since that's kind of how Wars operate in the first place. If War suddenly had access to 3 oGCD stuns, then how easy do you think it would be for them to maccro a "Healer Stun Incoming!" every time Mythril Tempest came around on CD? The answer is: "pretty damn easy." Chaining together a full stun lock would be simple using JUST the War, and the dps would be free to sweep in and finish off as many targets as they could manage in that time.
After reading this, I have to ask: Do you even know how stun resists work in this game?? A 4th stun is useless, because stun resist kicks in at 3 stuns, regardless of who did the stuns. Durations can also be clipped if someone uses a shorter stun. A monk, for example, using shoulder tackle as the FIRST stun on a target would be reducing the total firs stun time of a Pld by 50%. You can't just use any stun you want in any order, nor can you chain them together endlessly.
As things are right now, War has two oGCD stuns (+1 draw-in, but w/e). To get a full 3x stun they would have to coordinate with their dps to pull off the third stun EXACTLY as the 2nd stun falls off. I would love for anyone to show me a team this coordinated outside of party-queue using voice chat. It doesn't happen. Even Plds, who have complete control over the FULL stun duration, get screwed with by their dps teams who clip stuns by using their oGCD's without thought.
Now switch the beat a little, and give War's 3x oGCD stun that can be used in conjunction with their burst. Every time Mythril Tempest was up, Wars would be able to chain together something along the lines of: Heavy Swing > Maim > Storm's Eye > Heavy Swing > Maim > (IR + Berserk) > Storm's Eye [Pre-Prep] > Fell cleave > (Infuriate + Brutal Swing +3s) > Fell Cleave (+Raw int) > Heavy Swing > (Shoulder Tackle +2s) > Maim > Eye > (Holmgang +draw in/bind) > Heavy Swing (+ Vengeance) > (Mytrhil Tempest +1s) >Skull Sunder > Fell Cleave > Butcher's Block.
And that's just off the top of my head using a triple Fell Cleave rotation. I'm sure a better War than me could come up with something more elegant which uses the full stun duration to the maximum potential. You probably wouldn't even need the 3rd Fell Cleave. If the Dps got in on the action as well, then it's R.I.P healer every 150s (since we're being so exact about the Mytrhil Tempest timer). NO OTHER job would have to stun the healer. Meaning that absolutely NO PARTY COORDINATION is required for this to work. The only thing the dps would have to do is actively try to kill stuff, which, in theory, is what they should be doing anyway.
Now, if you can't see how that would be completely OP and remove even the possibility of using any other job other than War in Feast, then I really can't help you. The benefits are pretty clear. If you want to keep believing that giving War a 3rd oGCD stun would be in any way balanced, that's your call, feel free, but the reality is very different. I, at least, am not going to hold my breath on SE doing anything THIS unbalanced in the future, especially with additional War nerfs foretold to come in the next expansion. Who knows, though? SE's done some crazy crap in the past, so I guess anything is possible.
Why would u need to hit the war every two secs? Just focus target and watch him when he has some stacks.
And februs, you hit a 4-5k fell cleave in feast with "an offense buff?"
Oh really and you did it WITHOUT berserk? I highly doubt that unless it was culling time or the person had heavy medal.
And given the unlikely chance what you said was true, how often did that happen?
You're just making stuff up now.
Further more do you even know how close the timing on the third fell cleave would be before berserk wears off and you're pacified?
Let me tell you it's about a 1 or 2 depending on your skill speed.
It's nigh impossible to get it off in pvp.
Stop making stuff up februs.
5k fell cleave in feast without berserk and with just a offensive buff. Lol.
Dude probably had a thousand medals on him.
*1 or 2 seconds