Yes I understand the netcode is sh!t, yes I understand that ping and latency exist, yes I understand certain actions go through Guard but from an optics perspective seeing
+Guard
followed by
12500!
8000!
Dead
Is simply extremely demoralizing.
Yes I understand the netcode is sh!t, yes I understand that ping and latency exist, yes I understand certain actions go through Guard but from an optics perspective seeing
+Guard
followed by
12500!
8000!
Dead
Is simply extremely demoralizing.
It's indeed frustrating. You have to basically predict a guard instead of using it reactionary because of the horrible net code.
While I doubt they can inprove the netcode and thus improve Guard, I believe what they could and should do is three things:
1.) Improve map design to offer more LOS objects:
- Palaistra middle
- Cloud 9 map overhaul
*will go into detail later this evening, stay tuned
2.) Re-introduction of Fetter Ward for everyone
- would require some job tuning depending on the stats of FW
3.) Retuning specific CC abilities
- Miracle of Nature should not ignore/pierce CC immunity
- Reduce BRD Silence and MCH stun to 2s, recompensate elsewhere if needed
The reason I mention these is that Guard intends to mitigate lethal damage (less problematic if you had more physical cover) and bait out overbearing crowd control abilities (like Fetter Ward did).
This would provide players more agency, resulting in less moments where they felt completely helpless.
Wasn't. CC can still get past Resilience if you hit in the frame between recovery and buff application. Resilience works, but it is frame / tick dependent - that's how it has been since 6.1, at least from my experience.
A band-aid fix to this issue would be to make Resilience also immediately cure any CC currently applied as long as Resilience is up, as a catching mechanic. This wouldn't even be too difficult to code, though I suppose Q&A and testing might take a while to prevent additional bugs piling up here (it also is much less of an issue in the lands of the morning sun where everyone has basically 5 ping soooo... us silly Gaijins gotta struggle).
Purify problems follow the same problems as guard. Its a netcode issue.
Animation over gameplay has been an issue in everything since 6.2 dropped.
Why?
MCH already needs to have both air anchor up and have reassamble up to be able to stun, it's fine as it is.
And there's literally nothing wrong with bard silence right now, they need to remove healspamming first before even thinking about touching bard silence, especially since it doesn't even prevent you from running out of LoS like a stun.
A monk being able to chain cc you is 100x worse then a bard silence or machinist air anchor stun.
First, it is important to establish that we speak of jobs with a 3-second hard CC (stun, silence) that are not gated by Limit Break. Those are the following:The reason I am not including Monk or Dancer in this list is because their 3s+ duration CC is 1.) tied to their Limit Break, meaning frequency is once a minute or less and 2.) force the two jobs to engage and animation lock them. They are powerful, but not without danger.
- PLD -> Shield Bash [stun] (ability, recast: 15s)
- BRD -> Silent Nocturne [silence] (ability, recast: 20s)
- MCH -> Analysis: Air Anchor [stun] (weaponskill, once per 40s CD Cycle)
The reason why I am not against Shield Bash (and still on the fence about Air Anchor) is because Paladin does not have any disengage tools nor does it fight from range. You have to actively engage and put yourself in immediate distance of the enemy.
Machinist's Air Anchor I can possibly excuse since it is a GCD-based weaponskill, meaning alignment can be weird. That said, 3 seconds of Stun is still incredibly powerful, especially on a 12000 dmg ranged skill.
Before the fast-paced PvP overhaul we only had 2s duration CCs, when the TTK (time to kill) was longer without coordinated bursts, Healers had spamable heals and most jobs had defensives to peel for self or each other. And we still managed to burn tanks in under a second from full health despite having less tools.
So in a 5v5 with very limited external heals and highly potent damaging abilities, we also have jobs with CCs longer than 2 seconds and no CC resistence outside of Resilience + Guard (+ Meikyo Shisui/Warden's Paean). Heads are quite literally rolling and people scream over the lack of agency due to excessive CC.
Silent Nocturne contains essentially every issue in a single package.
- Ability oGCD
- short recast (20s)
- 25y for safe distance
- enables Pitch Perfect - a slightly stronger "Powerful Shot" with instant cast (free movement) which also shortens the recast of Empyreal Arrow(s) just like PowShot.
It is essentially risk-free, high value both offensively + defensively and locks someone out of Sprint, Guard, Recuperate and other things without Purify. So you can just run away around a corner, no?
1.) BRD also gets 3s Bind on Repelling Shot (their backstep). Can be combined or alternated depending on your current situation
2.) Palaistra Middle + Cloud Nine in general have absolutely rancid LOS options. Engagement on either of these maps in open spaces is already difficult, but with a Bard (and White Mage) around, it becomes basically suicide. This leads to stagnant tip-toe wars until someone can get punished rather than active PvP combat.
BRD has solid damage, solid defensive utility with Warden's, buffs damage of nearby teammates by relevant amounts and has god-tier CC abilities. The only "drawback" is that their Limit Break isn't as epic, though bonus dmg + faster LB gen depending on when used isn't half bad.
And yet it's a less viable job then dragoon, which has no hard cc at all and is probably one of the best balanced job honestly, funny that.
It's not about having 1 good ability, it's how the entire kit works together.
Bard is a team job, it has below average damage for a dps, its basic attack even slows them down when they have no instants up and has 0 survivability by itself, you can bumrush a bard real easy and nuke it down, but that's offset by the ability to be a job that sets up kills very well for the team to take advantage off, not take them out themselves.
They need their silence for this, it's their ace in the hold to lock down a target if you take that away you'd have to massively increase all their damage to compensate and then you just get yet another boring dps focused ranged job.
Not to mention, every single melee job and caster job has higher winrates than every ranged job right now, so there's 0 reason to nerf ranged jobs as is.
BRD would literally be trash without their silence...They are barely viable as it is and they absolutely do not have solid damage as they are entirely reliant on the team. They have an "ok" burst phase that's only viable BECAUSE of silent. Locking you out of being able to use CD's and forcing you to burn purify is the entire point of CC. Learn how to pvp.
Big issue I have with bard is the lack of a proper visual cue for silence. Other CC effects are very visible and audible, namely stun. But silence just sorta happens. Annoying. Also hate how it just locks you out of doing ANYTHING. No OGCDs, nothing. Side note, doesn't bard have a bind as well?
Anyways, diminishing returns would be a very welcome addition since some braniac on the balance team thought it would be a good idea to have almost every fucking job have some form of CC, and god knows their netcode isn't good enough for purify to help in any meaningful way. Gut at least half the hard CC from PvP and let the support jobs really stand out, give them an actual purpose other jobs can't fill but way better lmao. Cause like, why would you ever play bard when you can play red mage? You get the same silence, but also a much more impactful LB, stronger kit, etc etc.
Its gonna make it alot harder for them to keep you pinned with the sheer amount of people stunning you, Diminishing returns will at least give you a slim chance instead of a "Welp guess ill just tab out while my character gets defeat RPed by 24 people." also if you don't care about frontlines, why are you even in this thread?
Silence has a big lightning bolt kind of visual which strikes you from above when you get hit, it's very easy to spot it.
The bind is tied to the escape, which means if you cleanse it you can nuke the bard easily because no survivability or mobility anymore after using it.
BRD's silence is a giant bright purple spinning cloud with a pretty noticeable silence sound effect. Not sure how you could miss it and brds bind is repelling shot which requires you to be in melee range.
https://i.imgur.com/hkBjECO.png
I'm not against the idea of DR btw. I was just making a sly comment that if a zerg is jumping you DR isn't going to save you. Frontlines is kind of a joke and I rarely have more than 1 death and that death will usually be me not paying attention and not backing off so I just get dunked on by the zerg.
A chance from what? If you're getting jumped by 8+ players you're dead unless you're playing ninja.
Only negative about dragoon is lack of cc, but other then that they're pretty solid, I'd say they're the best balanced and designed of all melee job, has the right amount of survivability/damage/mobility but none of it too much, but pvp is a team game so try and wait for an ally to hard cc something, then go ham on that target.
Great damage, no way to exert meaningful pressure alone since everyone will just walk away from you and the bind/heavy removal is tied to the strongest hit in your kit. I main dragoon lmao, but it's not hard to see why it's comparatively not that good. It's the most balanced job out there, but when most jobs have two or more ways of applying hard CC, being balanced isn't enough. I love the assassin kinda playstyle but it's kinda shit watching a bard walk away because repelling shot has a 15s cooldown while purify has a 30s :)
Yeah I love dragoon but comparatively speaking they have no way to lock down kills alone at all. Also wish the backflip wasn't tied to wyrmwind so I could keep it up for when I really need it, not when I wanna burst someone. Meanwhile you have monks complaining they have to wait for LB to 100-0 someone lol.
You have to admit if you put yourself into a situation where TWENTY FOUR people are able to target you, your probably way out of position and really should be punished for that.
(Unless your a ninja ofc, because melee entitlement is very real in current frontlines. You can have zero situational awareness and still win most fights, just by coasting on 60% damage reduction, good escapes and high damage even at range.)
Meanwhile bards are hitting like 1k in frontlines(like I think it actually tickles melee and they seem to enjoy laughing at anything that isn't another melee because they're not even a threat).
Dancers risk more going into melee than actual melee classes for much less damage. Like I respect dancers playing in frontlines, whereas playing melee is like playing Frontlines with training wheels on. Want to yolo that base? Go right ahead Mr ninja! It's babies first pvp, have a blast!
The fact that you're using a slow moving LB that has a clear marker on the ground showing where you are and using it to "escape" is laughable.
Simple fact. The scenarios you are portraying is YOUR fault for being out of position.
It really and truly doesn't.
This was never a discussion about BRD needing to lose their Silence altogether, only a streamlining of CC abilities to have 2 second durations in a fast-paced PvP system. I also said, if you would actually read for once, that a nerf to any 3 second CC should be recompensated elsewhere to keep the power level sameish if not improved, as cited on my first post:
So to sum it up for you before you misunderstand again:Also Ransu, you can stuff your "learn how to PvP".
- Suggested nerf is NOT removing the Silence, only shortening it due to the short recast.
- Recompensation elsewhere should absolutely happen, be it firepower or defensive utility. Or a better LB.
Really?
https://i.imgur.com/YF6KVo3.png
The silence is fine the way it is. Maybe you should "git gud" ?
You are welcome to think BRD's Silence is fine the way it is, just like how others think it should be shorter since long-lasting CC is generally not fun to fight against, when 2s is already plenty.
Personally, I don't give a rat's ass because I know how to play and capitalize on people's mistakes. However I will proceed to suggest things that will probably make the game more enjoyable for more than the Top 1% of PvPers, something shortening CC duration is part of.
On the other hand, why don't you come up with logical explanation why "3s is the way to go" other than "it is fine the way it is" other than just telling people to git gud? Or is that your only response?
If you reduce it to 2s you're lowing BRD's already weak burst window. If you buff BRD damage to fit into the 2s window you run into potential problems of making their damage too strong outside of the silence window. Recup and Guard are already relatively strong tools and are even more potent on jobs that have additional mitigation like healers and certain tanks. The whole point of silence is to hard counter those things. RDM was lowered to 2s because it hit multiple targets, but lowering brds to 2 seconds would hurt their ability to contribute significantly and simply "raising their damage" would not compensate for nerfing or removing their silence.
1.) 3s Silence is not your personal burst window, it is an enfeeblement that will scale in value if more people attack the target in that time frame. 2 seconds are a reasonable amount, 3s is pushing it, even for PLD if you were to ask me.
2.) Recup is a good tool, no doubt. However, Recup more or less exists as an even-out to Healers having reduced responsibility on the survival on the individual player. Additionally because you can no longer healspam, pressure damage has become more viable, making burst damage not the only option anymore
3.) In the thread talking about Guard having issues I gave examples why Guard alone is a bit little because most defensive value is frontloaded into this ability. Purify is mediocre without Fetter Ward and Guard does not allow for active PvP combat.
4.) RDM was not the only job who had their CC reduced from 3s to 2s. Other notable examples were:
- [WHM] Afflatus: Purgation (AOE Limit Break)
- [SAM] Mineuchi (single target oGCD)
3 seconds CC also existed on Shield Bash on Paladin in feast days. Suffice it to say, 3s stun even in an era where:
- a healer could purify you and keep you healed
- the burst, while spicy, did not reach the same levels as currently
- had CC resistence so you couldn't overlap same-type CC
was excessive. So what makes 3s CC any balanced in Crystalline Conflict days?