Never seen this feature enabled before in PVP, and I know why.
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Never seen this feature enabled before in PVP, and I know why.
and screw all healers in pvp? .........NO
Sprint and Swiftcast Raise are the two things that make healers useful in PvP. It's certainly not healing, because they never get a chance to stop running to heal.
caster use tp for sprint and safe all his mp to cast.......a meele need to use tp for sprint/follow the healer and have 0 point to attack
unbalance
meele need to use his point he needs for his attack to follow this sucks
I would agree if any kind of damage to include a pet auto attacking didn't render me useless pretty much. I have 1 ability to heal with in PVP instant regen, all others are unusable due to this. Minus every minuite I can actually get 1 spell of with Swiftcast, Surecast.....People just stunn me rendering it useless.
IMO.....Totally retarded
I completely agree it sucks for melee but that mean's that SE need to rebalance how melee dps use their tp not remove sprint from pvp rendering all heal classes unable to get away from attackers and pretty much as their name state's "FRESH MEAT" for the slaughter!
thats a option, they dont need remove it only a rework for pvp.
with 30sec sleep and sprint its fkct up hard
So, in other words...
Quote:
Originally Posted by Paper
Sprint isn't needed, if you got screwed, blame your party members and/or yourself.
Your advantage is ranged and immobility debuffs (heavy, sleep, bind) for a reason. Sprint shouldn't tax any job in PVP.
Also straight Vs PVP on round systems should have no Raise spells at all, LB is fine. When other modes come out I can see raise in them, not straight PVP though.
As a WAR who doesn't use sprint, I'm glad sprint is usable. Otherwise, I would be absolutely demolishing the healers. It helps balance it out.
Sprint is currently one of the stronger defensive cooldowns for casters. Before you remove, please make sure some more defensive cooldowns for casters are available as without sprint we would be quite squishy.
People who are saying sprint should be removed have clearly never played healers in PvP before. Unless I'm sprinting out of there the moment I get in, I can get about one insta cast off before I'm dead. Unless the tank has used cover on me which means I live until cover wears off.
Look at the PvP in other MMOs. They usually have some form of interrupt skill, which can be quickly used in response to interrupt a caster. We don't have these, and they would be useless even if we did. Because of the server delay, when we see someone casting a spell, it's actually already gone off. To make it even more awesome, if they run away with Sprint, we can be right on top of them spamming skills and still not land any attacks. Can't even count the number of times already where a BLM targets me, I step out of his line of sight, and he begins AND finishes casting sleep with me out of his LoS, and I get put to sleep. Ridiculous. Let's not forget the lag switchers either. 3 people pounding on a WHM while he's stunned/rooted, and all attacks "miss" and he miraculously appears on the other side of the room 20 seconds later. The attacks pop up as a "miss" and no damage is dealt.
All I'm saying is sprint shouldn't be heavily relied on, casters aren't about mobility and look stupid sprinting around like madmen.
Give casters more useful tools to equal the field. For example, a physical barrier ability protecting the healer from melee DPS/Tanks for a limited period of time, magic traps and snares, etc. Thinking outside the box and adding more strategy to PVP.
The problem with sprint isn't actually sprint itself. The real problem is the high amount of long lasting CC abilities like heavy and sleep.
Most pvp games limit how many times you can be CC'd continuously (depending on duration). They also give melee tanks gap closers generally.
Combine the high amount of long range CC with the quick cooldown time of sprint- and that's when it starts to become an extremelly powerful defensive CD.
A lot of healers complain that they get killed really fast without being able to get any heals off. Those situations are usually because they are getting hammered by 3 other people. I'm going to guess said healers aren't queuing up with 2 black mages.
(Now dont get me wrong- I like sprint in pvp, but the current meta really favors trips casters over trips melee).
the op asked to only remove sprint, not add thing to help healers! sure if they gave us more options that'd be great when It happens, but for now sprint is all we got! and taking it away effectively destroys any and all value a healer has right now. im sure many healers would like to have more tools but we don't and sprint is a key part of playing as a healer in pvp!
you are arguing adding things that bolster our survivability which I would love but if they don't and we don't have sprint we are screwed! as I previously stated!
u dont need sprint in pvp, every class have slow stun.......so without sprint u need more teamwork. at this point u dont need to protec ur healer he can easy run all the time without have any disadvantage. as attacker i need to use my point that i need to attack to follow the healer. so as healer use sprint after sprint u need to wait 10sec use sprint again again again......
they dont need to remove it but rework in pvp
I can relate on the current situation, however its like every non-caster complaining about Sleep's current potency and duration. Yet there are ways of combating it. As there are ways besides sprint that help combat a caster from being completely trashed. Immobility debuffs and their teammates working together. Sprint is a good oh crap button, but in its current state, heavily abused.
PVP was just released, we will see where SE wants to go as far as improvements and fixes. Many ppl's expectations were too high it seems, myself included.
Sprint should definitely be removed or reworked in PVP (and PVE tbh). Healers aren't the only magic class benefiting outrageously from it...it's bad enough that long animation melee abilities cancel out on a target moving at normal speed never mind sprinting. I've been playing my summoner a lot in PVP because it's a total face roll to disease/dot and sprint all the time.
If you want to moan about the survivability of healers, that's a separate issue and I'm not saying it isn't an issue. They shouldn't need spirit in the first place.
Edit: Also, every class but tank gets owned just as quickly if piled.
Thank you for using your brain and being able to see how things balance out for different classes.
Casters cast times make most of their spells useless in PvP. Sprint helps balance out cast times and super low AC. You expect them to just stand there while you two-shot them?
http://forum.square-enix.com/ffxiv/t...rly-experience
Quote:
Weapon Throw
Delivers a ranged attack with a potency of 50.
Additional Effect: 20% chance of inflicting Heavy when dealt from behind for 6s.
Additional Effect: Removes Sprint effect when dealt from behind.
Enhanced Weapon Throw: Shortens recast time to 60 seconds.
Enhanced Weapon Throw II: Extends duration to 12 seconds.
Enhanced Weapon Throw III: Increases effect potency to 40%.
I don't need to use my brain regarding casters, as most of them with a good pt are getting stuff off just fine and have no need to use sprint every time its up.
The issues I see day to day with unorganized and zero communication PuGs are healers getting left unsupported as the other PT immobilizes that healer's 3 members going after their protected healer. This results in less than 2 min matches with the opposite team having all 4 members alive.
You act like casters are the only ones fending for themselves. I'm a Bard, range is my friend, however I am still squishy, have limited defensive tools against melee and have to rely on my team and using my brain.
PVP requires teamwork, its not a duel.
As a warrior, i find it frustrating to try to keep a healer or BLM in check. The fact that every 10 seconds or so they can use sprint, and with the horrible hit detection in this game, half of my skills wont even land on them. Makes it nearly useless to try to fight a caster, so I end up trying to play protect the healer against 1 tank and 2 DPS
True. I play PLD and BRD in PvP and you are squishy :P But you also have no cast times. I don't see you point on the 2 min runs though. If you are doing a PUG and don't strategize then you kind of deserve what you get. It is a good thing that groups that plan have a better chance of winning. I still am of the mind that the pros and cons to casters in PvP (sprint being one of them) is pretty even with everything else and the other jobs.
Why? You can sprint too. You have invigorate as a monk. As a war I use enliven so I can chase down a whm, stun em and whack em. You can get that too so you can sprint even more.
Increasing damage taken while sprinting in pvp would balance it out.
Don't forget Icarus Wings! With so many coming free from that one quest at the moment, they tend to be very cheap on AH.
Sprint is the only thing a whm has. Even with sprint, a whm is still underpowered with casting being impossible.
Removing sprint is fine, only if they stop making every little thing interrupt casters. It is ridiculous how easy it is to shut one down. Sticking a bard or pets on a caster is pretty much screwed caster. If they remove that, I would give up sprint.
sleep slows and binds then need a 3 hour cooldown
i agree with this post only because landing a hit in melee range with the long animations is like pulling teeth if the damage registered at the start of the animation instead of the middle of it id be fine with it. and if the dragoon 20% slow would actually slow them it seems like it doesnt do much when compared to heavy