New to pvp and it seems to be a cc / stun fest? any reason there are no diminishing returns or if they are they must be so bad they don't work?
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New to pvp and it seems to be a cc / stun fest? any reason there are no diminishing returns or if they are they must be so bad they don't work?
They exist but the durations adjustments make no difference in a mode where more than a 1 second in a loss of control is generally death. They also aren't shared across effects so yes you can be stunned then miracled then silenced which is generally what a decently organized team will do to dispatch spicey problems. As for Frontline DR wouldn't save you 99% of them time if more than 2 people are targeting you anyway.
We used to have them in PVP, but then the geniuses at SE removed them in Endwalker.
wish there was more to it, but yeah.
the pvp design team just sucks at their job
Chain CC feels bad. I think a game is fundamentally broken if it has to basically disconnect your controller in order to eliminate people. Still searching for a way that PvP can work in this game engine if at all possible. They've had some success with modes and rewards but inherent flaws in combat will probably always remain.
I don't think chain CC feels bad as long as it's multiple people using pieces of their kit, but then there's WHM which can solo chain CC people.
It definitely doesn't feel like diminishing returns exist. I've gone from a 3 sec stun to another 3 sec stun to another 3 sec stun quite often.
It doesn't much matter if stun goes from a 3 second to a 2 second to a 1 second then immune though. You die from burst in a second if your ability to heal is blocked and it's even easier if you get bound then stunned then silenced which happens often enough.
ok so its not just me then bad design. Got it ok cool thanks for the update! dipped my toe in pvp but i play games to "play them" not watch my healthbar go to zero and have no input lol. ill stick to the well designed part of the game.
agreed but that in of it self is just bad design. Also from the way the server ticks work purfiy seems to be a 50 /50 fail but the fact you can chain them without limit is kinda not good design. if 3 seconds stuns don't matter remove purify put 1 stun then 15 second immune at least then there is skill involved on when to use a stun. but I am new to ff14 pvp seems kinda boring and kinda not well designed there is a lot in this game that is. So 1 bad aspect isn't a bad batting average. i got other pvp games that i can play.
I always find it funny when people think that when there are no stuns in play and an automatic immunity system is somehow more skillful than learning how to appropriately gauge a fight and when to dive in or not. 9 times out of 10 people who get "stunlocked" are generally completely at fault.
the PvP is totally clueless on balance and everything else, i'm no expert but i'm pretty sure if you can on 1 or 2 jobs run ruff shot over everyone it poor design
Think DR is certainly needed in PvP. Liked the 10 sec immunity that Shadowbringers had. That said, I would also want them to dial back damage reduction if they brought this back.
tbh not fun getting chain stun to death, DR is really needed in both cc and in frontline or start making every stun/sleep/bind be on the same standard over the dnc/rpr lb being unique to those job.
Would be nice to at least get 2 charges on the CC Cleanse skill.. also is it just me or does it still feel like there's a delay on its usage?
Imagine rehauling the entire of the pvp system for a single game mode that dies in less than 6 months, and it ends up being even more broken than it was previously. Thank you Intern-San
#justsqexthings
I used to love rival wings. Not anymore, spend half the match stunned, heavied, and bound. Yoshi P needs to explain in the next live letter why he thinks this is fun.
Speaking of Rival Wings and the removal of diminishing returns, now you get the neat interaction of a Brute Justice being able to stunlock you to death with Double Rocket Punch if you don't have Purify ready. I can't believe this didn't come up as an issue in their testing.
The worst Is that there Is not a "prevent all thing".
Like:
-i want to limit DMG for a couple second, Guess i'll pop up Guard! NO! There are moves that bypass or strip you from guard.
-i want to cure a cc and be immune for a couple second! No way! Be ready to be imped or charmed or frightened.
This 100%. I played it last night as a White Mage and the moment I started getting Soaring, I would get my LB back within <10sec at times and it felt SUPER CHEESEY. When I went Summoner, I'd have LB back up before Bahamut faded.
Soaring needs removed from this mode. It doens't work with the new PVP.