on the flip side i feel like machinist and possibly bard dps is very low. fine i have a cast time at least make me as strong as the rest of the dps. either make mch mobile or make them competitive to other dps. I feel like i have neither.
This is sadly true and is further compounded by the fact that they have the most pathetic lb in the game. I honestly cant remember the last time I've ever died to that lb as melee. Hell I've even been bound, hit by that lb, and then murdered the brd/mch that limit breaked me immediately afterwards. They should definitely look into removing the distance penalty when they are in turret mode as ppl have suggested too.
Last edited by Dimitrii; 08-23-2015 at 05:21 AM.
a big problem with thier lbs is that if you cast it on an incline or decline, you literally wont hit anyoneThis is sadly true and is further compounded by the fact that they have the most pathetic lb in the game. I honestly cant remember the last time I've ever died to that lb as melee. Hell I've even been bound, hit by that lb, and then murdered the brd/mch that limit breaked me immediately afterwards. They should definitely look into removing the distance penalty when they are in turret mode as ppl have suggested.
If it worked for inclines, it'd be so much better for some of the node placements. The way it is right now, it has the least effective range compared to caster LB (distance is irrelevant since any change in elevation will cause it to miss, and the width is an absolute joke) and its less damage than caster LB.
While BRD and MCH do have scary burst, it's not exclusive to them, its less effective range than SMN and they lack any reliable stuns during the burst in the case of healers.
Between conformation bias and the off chance that you'er reference a warrior, that's not exclusive to SMN. Especially if they're letting the tanks get close enough to wreck them.I'd say that any class that can be solo dps'd down to death by a Tank has more than enough weaknesses. I don't see Smn's as anything special in pvp. Deathflare and triple dots suck, to be sure, but, if anything, I'm happy to see smn's running around. The first thought that goes through my head is, "oh good, free points for the meat grinder."
Last edited by RiceisNice; 08-23-2015 at 07:07 AM.
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I usually play as Drk, these days, but I've solo'd a SMN as a PLD too. Throw up Full Swing, pop Fight of Flight, and go to town. Stun lock keeps em in place, and you can just pound away until they're pulp. To be honest, part of the problem (not so much a problem for tanks, I guess), is that most people don't think you're a threat until they're almost dead, and they'd rather go for the easy squishy kill than try to burn away a tank's health pool. They underestimate how vulnerable they are.
The real point, though, is that SMN's bleed hp very quickly. They are not this flawless monstrosity that everyone makes them out to be. So, when I see people complain that they're over powered, my first question is, did you try to kill them, or just get pushed around by them? Moreover, did you work AS A TEAM, or are you running around by yourself? Because, even a small pack of dps (I've seen as little as 2-3) can completely obliterate squishy targets before healers get a chance to heal em.
Especially since the kill is +5 points... which is really the only way Melee players can even score points for their team. I call a Melee selfish when they run off on their own and get themselves gank spanked, not when they guarantee kill points for their team.
None of this really matters. I don't think the Dev's (if there even is a PvP dev team) would nerf any attack potency for the sake of PvP. They don't care, for one, and it would probably be too much of a pain to work around.
Further, if you're having trouble with Smn death flare/triple dot combos, there's a super easy solution: Kill the SMN. It blows my mind when I see SMN's running around with battle highs and fevers, when they can be pulverized into red pulp in a single rotation. Stun lock, and gank kill that squishy caster until there's nothing left. This couldn't be easier. People who die frequently to SMN's burst dmg are either lacking heals or just generally not working as a team. Team up with one or two other dps and compete for those squishy kills. Do that, and suddenly you don't see specific classes as threats, so much as fresh meat.
Which again, applies for any class. A competent team/player isn't going to put their battle highs in such a vulnerable situation that they'd get picked off like that. A squishy kill isn't squishy if they're being babysat by a healer, no matter what class it is.
The damage component isn't the only factor (albeit it still is one), but compared to other classes its relatively safe due to it's range, uptime/effective cooldown and the reliability of it compared to those of a melee (which is essentially sticking a hand into the blender) or the other ranged (which either can't be reliably done on the move, has a ranged penalty, or both).
If you were working as a team, then no, a SMN isn't one shotting you. But neither is any other class. That counter measure is not exclusive to shutting down summoner. And just as you keep saying, any other class (not just summoner) will get blown up by focus fire if they're standing off to the side or do not have a healer babysitting them. Between what I just mentioned above and a couple of other mentions, SMN remains one of the most formidable classes to bring into frontlines as of this time for what they can do.
And lastly, you're factoring in playerskill, which honestly has no place in talking about how strong a class is, or balance in general. Every countermeasure you've brought up is not exclusive to countering summoner and doesn't downplay their relative strong-points.
Last edited by RiceisNice; 08-23-2015 at 07:23 AM.
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