In WoW your casting bar might not have stopped, but getting hit would knock the casting bar back a little, adding time to the cast. Could they implement that here, or would that end up being too OP?
In WoW your casting bar might not have stopped, but getting hit would knock the casting bar back a little, adding time to the cast. Could they implement that here, or would that end up being too OP?
They've all but removed that pushback around 2 expansions ago because they considered it an archaic, unfun mechanic. If I remember correctly, every caster is either completely or 80% immune to pushback in WoW, nowadays. Baseline.
Just mentioning that so people don't mistakenly try to make the connection between this suggestion and how it works in WoW now. Way back when, pushback was a HUGE detriment to casters in that game. It was something like every hit taken during a cast increased the total cast time for that spell, up to 100% additional cast time.
Last edited by Vandril; 11-15-2014 at 06:34 AM.
I'm confused - you do know PvP is a team game right? The only casters I've played are SMN and healers in FL but if we are strictly talking about 1v1s then the downfall of casters this patch is strictly because of Recouperate and the dawn of Ninjas. Then again why would you keep a caster by itself at a capture point when a Warrior can literally 1v1 anything or why would you willingly seek a 1v1 duel in FL anyways unless you know you can pull it off.
Prior to Patch 2.4 a SMN who effectively used Tridisaster and were able to kite and take smart engagements were almost unbeatable. Getting 3 DoTs on, then Raging Strikes, Fester, Wither, Aetheric Burst, Energy Drain+ Garuda signature attack was enough to 1 combo a Healer or DPS with ease. I've seen SMN top 200k damage on the charts, surely that's something at least.
And as a healer are you talking about a 1v1 scenario again? Frankly I've gone up against a 4 SCH stack, 2 SCH + 3 WHM stack, 3 SCH + 1 WHM stack and you know what we could never kill them - ever. Infact I've done a 3 SCH setup and I had Vit. accessories and I just stood in the middle of the capture point and never died.
Although I will say that casters are on the lower end of the power scale.
Last edited by Exsequens; 11-14-2014 at 10:05 PM.
I stopped paying attention after you said WoW is one of the best PvP MMOs out there.
Please gag me with a spoon, gah. No selfrespecting PvP player would ever consider WoW 'one of the best' unless it was all they had ever experienced. Asherons Call 2, Guild Wars, Dark Age of Camelot- These are the games you should be listing in regards to good PvP.
People can argue the OP points all they want but he is correct in that BLM is now slightly under equipped to compete. I do not think they need much adjustment but a small tweak here or there would put them back in relevance. I mostly play DRG or MRD but when I see a BLM I know it is a quick easy kill. I do also agree it is a team event and if played correctly can still contribute.
Hmm, most of you agree that the frequency of interrupts is too high, given how easy melees have it to close gaps, and how hard it is to counter them once they close in.
And most of you ALSO agrees that the interrupt is an acceptable mechanic, hence requesting for a tune down,
so then, are you guys suggesting:
A) For autoatk to not interrupt you at all, or have low chance to?
B) The above one + for skills that doesnt Silence or Stun to not interrupt you, or have about a 50/50 chance to?
C) To be interrupted only after being hit by 2 or more skills during a single cast?
D) Interrupt if being crit hit?
E) Interrupt if hit from behind or flank?
F) Have one CC spell which cant be interrupted regardless of using CDs unless you are CCed? For example Blizzard 2?
H) Something else?
@Arkenne - Most of those are a pretty bad ideas on account of them being RNG. You do NOT want interrupt mechanics governed by RNG. Ever. That makes for entirely random matches with random balance. No. What you want is a controllable, skillful method of interrupting. Something that can be directly controlled by the player who's trying to interrupt the cast.
I'd actually like to see exactly what we have now, but with some minor tweaks:
1: Autoattacks no longer interrupt. Ever.
and...
2a: A player's melee attack will only interrupt a spell once per two GCDs. (4-5s, depending on Job and Skill Speed)
OR
2b: A caster can only be interrupted once every 2.5s, regardless of how many players are hitting them.
Naturally, things (read: healers) will need to be rebalanced in PvP (however slightly) to compensate, but at least casters would be able to cast again.
I agree with the OP 100%.
Bringing interrupts like WoW also brings more skill to the table too. Mindlessly hitting someone on bard to interrupt them 100% of the time is too easy. Timing a Blunt Shot when the enemy surecasts takes some thought at least.
Every DPS should have a form of interrupt. That on top of Stuns would be more than enough to still disrupt casters...interruption from damage is just broken as hell when the enemies abuse it (Putting a bard on each healer while melee just wreck everything else)
Do you guys have any idea how much they would have to nerf blm even further in order to allow for the job to cast uninterrupted by attacks? Its like all the blms posting here conveniently forget the firestarter proc and thundercloud proc mechanics exist. How the hell is anyone supposed to silence/stun firestarter proc (which has an absurdly high activation rate of 40%) 240 potency fire 3s or thundercloud thunders (this at least has a more reasonable 5% activation rate) when they are instant?
This is on top of fire I's extremely high potency (170) which can be spammed back to back so long as you have mp and doesnt carry the combo bonus restriction, positioning bonus restriction, close range requirement or long recast that the stronger melee attacks have. And to make matters even worse you now enable the possibility of blms hard casting flare should they be lucky enough to go unnoticed, have built up stun resistance, or just be lucky that no one has stun/silence up to stop them. Lol and I suppose you guys want to be able to wield this godly destructive power while retaining all your cc abilities. This is why the general playerbase would make for such a fail game developer.
Last edited by Dimitrii; 11-18-2014 at 05:00 PM.
Do you even blm bro? If you compare black mage to summoner - a job that only has to hardcast 2 spells every 20-30 seconds - it is very unfair that they have to stand and cast every single spell. You complain about firestarter procs, but don't even mention how much damage fester can do under raging strikes. Once they get that 3rd dot up it's over, you're about to take a shitload of damage if your purify hasn't popped yet.
Think about it, all summoners really have to do hardcast 2 dots, freecast the 3rd, bane/fester, contagation, enkindle - most off their skills are freecasted, AND they have a CC - but black mages aren't allowed to freecast because 'balance'. Get real dude.
|
![]() |
![]() |
![]() |
|
Cookie Policy
This website uses cookies. If you do not wish us to set cookies on your device, please do not use the website. Please read the Square Enix cookies policy for more information. Your use of the website is also subject to the terms in the Square Enix website terms of use and privacy policy and by using the website you are accepting those terms. The Square Enix terms of use, privacy policy and cookies policy can also be found through links at the bottom of the page.