- Deleted -
Printable View
- Deleted -
Or they could update the tool tip so it shows the correct information
If it really shrank to five meters that would amusingly mean that SGE now has the same utility on Phlegma with the caveat that it's targeted on a player instead of yourself.
I hate to burst your bubble but this is wrong. The distance is still functionally 10y. You can test this using striking dummies and using Shadowbringer's 10y range for reference.
The radius of the actual patch of Salted Earth is 5y. The pull-in radius is still 10y.
What is most likely different is the snapshotting with the 7.1 update to most pvp actions - this means you will no longer get dragged into a Salted Earth from a Dark Knight that you sprinted away from and are like 15y away from his center, but also means it generally is responding as intended.
What players need to get used to is how snapshotting in general works now - you can do incredibly silly stuff like inputting MNK's Rising Phoenix AFTER pressing Phantom Rush to buff Phantom Rush by +50% or reacting to various attacks with mitigation when the animation starts playing.
That said - FL players can go kick rocks if after receiving Surecast on their Purify and Purify being 24s CD instead of 30s and Salted Earth requiring more finesse to connect they still think DRK is some unsurmountable obstacle. Your Guard is also like many other tools infinitely more responsive - you literally have options now.
Practice or get skill issued, your choice.
I mean any utility stacked more than once is gonna be strong if it plays into the niche. The bigger question is what you want to do to get rid of the Dark Knights and how you want to mitigate incoming AOE damage.
Perhaps balancing vs 6-48 enemies that can stack specific jobs is a bit difficult if not futile without the potential additions they couldn't do in time for 7.1 and now comes with 7.2.
As for Sage, that Phlegma pull-in is like as big as SMN's old Mountain Buster. So 2+ DRK if you really insist on it.
This is always an odd discussion because the DRK pull has always been avoided by players who make a minimum effort to learn how, while demolishing players who refuse to develop that basic skill.
But so long as those weak players are on the same field as everyone else, my concern is Salted Earth is going to continue to define the meta.
I'm not suggesting we should pander to weak players, btw, just noting that so long as they're there, premades will take advantage of the fact. I really hope I'm wrong and that the changes will produce matches that are more interesting. But the feel of combat is so awful now, I doubt I'll be involved in that process.
As long as deathballing / zerging as 12-24 players in a 10-15y radius is commonplace for the average player rather than spacing out, DRK's Salted Earth will remain strong. Very little can be done about this - at most I can see a numerical cap/falloff after 5 players where after 5 its either no draw-in or like -80% of the pull force.