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PLD stun reduction (PvP)
It gone from 3 to 2s.
To me that's ok, I always treated it as a means for interrupt.
Is someone using it for the purpose of the time of the stun? I mean, if healer cannot heal for 3s (now 2s) after stun is a nice addon, but when we do burst I think just interrupting the incoming heal is enough for the scope. Did someone here needs adjust his/her pvp style after the stun time has been reduced? Just wonder, I'd like explore new possibilities I maybe had overlook at.
Edit: and HP buffs maybe can save the target, I'd expect burst failing percentage increases. My guess, planned burst success rate so high the pvp team decided to tune it down. My guess ofc.
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The stun was the most intimidating thing about a Paladin in PVP and the main thing that kept us competitive. I don't think this will gut the class, but it is kind of annoying.
The *main* purpose of the stun, at least when I use it, is to stop a healer from being able to respond so that the other dps can eat them. I don't think the extra second of wiggle room would really save them in most circumstances.
OTOH warriors also got a Stun, so you'll see its use go up more frequently. They may have only nerfed PLDs stun so that the entire PVP game isn't just you being stunned the whole damn time.
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I'd recommend posting this in the PvP section, as that's where your intended audience is.
http://forum.square-enix.com/ffxiv/forums/1019
That being said, this was a nerf that's made DRK objectively (no longer subjectively) better at CC than even PLD and widened the gap between the jobs along with the Cover nerf.
To answer your question, yes, the one second taken away does make a difference in the scope of securing kills.
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Nerf on cover and stun, nice one goodbye pld, drk ftw