I wouldn't mind combat Peloton, but the duration and cooldown would need adjusting obviously.
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I wouldn't mind combat Peloton, but the duration and cooldown would need adjusting obviously.
I don’t think Peloton should be in the game at all—it’s more of a nuisance at this point. But the weird thing is, it still has more utility than actions that inflict Bind, Heavy, or Sleep, which are only relevant in solo content.
Stun is another mechanic that used to have more uses, and interrupts are so rare that you can’t really blame players for missing them, after seeing thousands of casts that can’t be interrupted. SE could and should do a lot more with role actions
Honestly, I don't care where Peloton comes from or how it got into the game. It's useful in between trash mob packs, and it was really useful in older dungeons where you had to walk all the f-king way back if you wiped at one of the bosses. Thank god they scraped that shit, even if it took them 10 years to do it.
What Jog does is provide a weaker version of it for when parties don't have a phys Range, which happens a lot because yeah, RNG distribution.
However, it doesn't mean that phy range lost its place and purpose or identity. what an unhinged take..
Fair point, I completely forgot that even existed as I never engaged with it. I started playing when that was long dead anyway.Quote:
Leg Graze and Foot Graze are very dusty and could be better, but they do have uses in non standard pve like deep dungeons or field exploration (notably Eureka but you'll have to remember that at release mounts weren't usable in there until you elemental level capped the area, and mobs of the same level were probably going to delete you if you caught aggro, so having those crowd control options was often the difference between life and death).
NIN and phys ranged both got a bit shafted by it, but I always hated having to swap jobs so much to move optimally through cities. Overall it's a fantastic change that facilitates more ease of access to new players and saving time in general.
Why did you bring up its origin then?
It's not, because people just sprint between trash packs.
It was "useful" in older respawns in the same way that it's gimped, where the mathematical gain is counted in a handful of seconds. If you find this useful, I do find it mostly psychological with no incidence whatsoever.
Jog is irrelevant in dungeons. People sprint between pulls.
Then it makes it your unhinged take. Once more, you're the one that is arguing that both peloton and jog are useful. I am not. I've been saying since the start that they're useless in dungeons.
By logical extension, if you think they are useful, and I'll say it one last time but it seems that you cannot wrap your head around that concept: if peloton is useful, and jog is a lesser version of it but still useful, then job now encroaches on a role action that's part of the support brought by rphys as a role, which lessens by extension its value for the role to have.
imo it was very unfair psy ranged even had this skill, it meant if you wanted to do msq or anything else involving running youde play a bard/dancer/mch i would legit do this during msq to make the running fro A-B easier, i am glad this has been added. i dont care about peloton. it was a bad skill that needed constantly refreshed.
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2) If you argue that this is good and disagree with the former point, then it means this is indirectly harming rphys options by making the role even less useful for parties.
Sprint has a cooldown. Peloton does not. Jog also disappears when you generate any enmity. Peloton is just as useful as it was before.
It's also for those who are too lazy/forgetful to use Sprint in order to get Jog, so you have the whole group on the same speed when it comes moving around with Peloton.
Unless, of course, you have those spiteful ones who even klick that away as well for some reason.