this is absurd, a 24 hour maintenance and come back to unkillable ninja's. thanks SE.
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this is absurd, a 24 hour maintenance and come back to unkillable ninja's. thanks SE.
I can't really comment as I haven't played yet since the patch, but they did adjust the damage modifiers so I guess it doesn't really surprise me that they would be harder to kill. I'm not sure I'd go with the unkillable route though.
Not unkillable, just an absolute beast
Source: Had 10 ppl gang up on me, hold me down, and gank me
All is well in the universe
I am apprehensive of the -20% further damage reduction for melee(even taking the 10% for ranged into account). It makes sense in Frontlines, but I forecast a heavier melee meta in CC as a result.
I'll have to spin up some games as Monk and give it a try :)
Edit: after testing, it does not make sense and pvp is super slow now lol.
Nothing is unbillable, this is just typical thread will pop up after Range nerf.
Patch 4.5 cry was even louder because it is from 0% to 40% damage reduction; yet no job is un-killable between 4.5 to 6.0
Oh, i don't play Ninja so i am not trying to defending them.
Range had it too easy since 6.1 and now they just need to put in more effort instead of 1-2-3 boom
I'm sad to read this. I suspected this could happen since a few melee jobs were already great in FL before the buff. And keep in mind that it is not just a 20% buff as it would appear. Before the patch, melee jobs would take 60% of the total damage inflicted on them, and now it is 40%. That means a 33% reduction in the damage they take.
I play mostly Dragoon, and let me tell you, we did not need this buff. As you said, Ninja didn't either. On the other hand, no amount of damage reduction will make Reaper viable in Frontlines. Now, I know this is a quick fix meant to hold up only until 6.2 (or is it 6.25?). But still...
I will log on now and see for myself where things stand.
Melee jobs were almost unplayable in FL, RPR,MNK,SAM(Noobs trap) , all the tanks but not because the incoming damage but the amount of CC / Stun/bind/Heavy/Slow chain combo.
Now with the new patch literally nothing dies , I landed my DRG LB with max BH against bards/mchs/whms an only took 45% of their max HP.
Yeah, I just played my first match after the patch, and you're right, nothing dies. I played as DRG as well and the LB feels very weak currently. But that is okay, our LB was perhaps a bit too strong for FL. Not as bad as summoner's, but still.
The issue I am seeing is that the 33% damage reduction for melees increased the survivability of jobs that have shields / invul periods / hp recovery much more than the 33% we see on paper. The problem is that since melees now last longer in general, you take less damage between each use of your shield / healing weaponskill / invul period, which increases your survivability dramatically. It has become a very, very tedious enterprise to kill some melee jobs. It feels wrong.
Tank and melee survivability is way too high right now with these changes. As per usual lately, SE has completely over corrected with knee jerk changes.
And I say this having been playing NIN in FLs today. The only times I died was with 5+ players focusing me down and chain CCing me. But this isn't a NIN only issue, all melee and even more so tanks, are massive damage sponges now. Ironically, this actually just makes the NIN LB all the more useful given how much more difficult it is to chip away at tank and melee health pools.