We've not been told any changes to classes yet so I wouldn't be quick to jump on the RIP HEALERS/CASTERS wagon.

We've not been told any changes to classes yet so I wouldn't be quick to jump on the RIP HEALERS/CASTERS wagon.

I know War and PLD hasn't any gap closer for that I said that all DPSs melee classes have them x)Firstly, this decision was probably made taking into account that there will be re-spawns in Feast.
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Secondly ... honestly, what's changed? As the OP already stated, MOST melee jobs (Pld and War do not have a gap closer, fyi) already have gap closers. The casters have to be in range for them to use it. Sprint makes no difference. If you're in range, you're in range. Popping a sprint is not going to stop it from going off. If you're not, then you don't need to use sprint anyway, so it's irrelevant.
Another thing is stuns work regardless of Tp cost. A caster can use Sprint whenever they want, but if they get hit by a Spineshatter dive or a Pld Shield Bash, they aren't going anywhere. That has not changed.
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Lastly, none of this really makes a difference because a good PvP'er never worried about the Tp cost of sprint anyway.
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[...]Not to mention the fact that casters already have multiple ways to stop melee's from chasing them around (sleep or bind, for example).
Anyway I didn't think why they made it and yes you're probably right for me, but I don't share your idea that this wont' change almost nothing for melee/casters.
When I go WAR I actually use Enliver/icarus wing with Sprint (also the Wrath/Abandon based attacks don't eat any TP) but I have to decide when I should pop it or not based on how many TP I can regain, after this the "skilled players" will pop it a lot more, don't come to tell me that it will help only who dont' know how to pvp, and this will by sure make the casters life harder both in Seal Rock and in WD2 (expecially for healers where they will lose sprint + heavy considering the forced party composition and all the Melee DPS have Wheapon trow while the melee will still have it) .
Also this will help the damned chasing in Seal Rock (that will probably almost die anyway after patch).
And for the "if you are not in range, you will still remain not in range" it is harder to explain, but allow a lot on new different patterns:
.In a not so big map where you have to turn who is running behind you can still gain space and let you enter in his range (not a problem in Cartenau, but it happens even sometimes in Seal Rock actually, and I think the Feast arena will anyway be a smaller than Seal Rock)
.Melee already used his gap closer and while chasing hope to be able to re-use them in a short amount of time
.It is a good and cheap Heavy counter ability expecially the weak heavy.
I dont't think this will totally screw them, but I feel it not balanced, but yes we have to see what will change too.
Tridisaster put only the DoTs, it doesn't put heavy + Malady, anyway time ago I think about it and I would like to see Heavy from Miasma back (not from Miasma II) expecially for SCH, but right now SMN in Seal Rock are the most used job even without it because they are already powerful and easy to use, so I doubt that they right now will change it x)Probably wouldn't be a big deal if they at least returned the heavy effect to Miasma, since you have to hard cast it or blow a swiftcast, at a reduced duration of course (not 24 sec like in PVE). Unlikely that they would though because of Tri-disaster, unless they can disable the heavy for the Miasma coming from Tri-disaster...
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To me this will have a valuable impact to both Seal Rock and a 4vs4 content (actually I'm basing my opinion on Wolve's Den) and both for skilled and newcomers from pvp, anyway yep, let's see how this will work.
This is not like the Cleric Stance removal (I'm still crying for it xD)
I actually specified this part just to highlight them, because I think that War's and Pld's will benefit more from this change than any other jobs. Unlike melee Dps (or drks), this change actually levels the playing field for Wars and Plds, because they were traditionally at a massive disadvantage against ranged players. Sprint does not make up for the lack of a gap closer, but it helps even things out a little when a target they are hitting starts to rabbit away from them.
Keep in mind that Sprint will still be a CD (albeit a short one). You still have to chose when and where you want to use it. It's not as though removing the TP cost means that you can just pop it whenever you want. You have to plan if the use of the CD is worth it. That has not changed so much as just lightened up a little.I have to decide when I should pop it or not based on how many TP I can regain, after this the "skilled players" will pop it a lot more, don't come to tell me that it will help only who dont' know how to pvp, and this will by sure make the casters life harder both in Seal Rock and in WD2 (expecially for healers where they will lose sprint + heavy considering the forced party composition and all the Melee DPS have Wheapon trow while the melee will still have it).
You're right that seasoned PvP'ers will have an obvious advantage in that they will know when and where is the best times to utilize sprint. Their experience will serve them well here, but this still closes the skill gap a little. Consider that before, to plan their Sprint and Tp adequately a player had to not only know when and where it was a good time to use sprint, but also how to adequately manage their TP after using it. That meant taking advantage of TP regen skills and items on top of having the tactical knowledge for the circumstances.
If they had left the TP cost on Sprint, any new players taking an interest in Feast would see seasoned WD players sprinting around and attacking without any knowledge of how they were doing it. When they figure out how to manage their TP and sprint freely, they are suddenly faced with the dilemma of teaching themselves when it is tactically correct to do so. The skill gap between current WD veterans and new players would be HUGE. Now, take the Tp cost off of Sprint. Suddenly new players only have to concern themselves with the tactics. There's less clutter. There's still a skill gap, because they have less experience, but that gap is not nearly as big. This is probably something SE considered when taking the TP cost away.
Right now, PvP (Wolves Den in particular) has been made into a little island of elite die-hard players who have been playing it since the start. New players are twisting in the breeze. If SE want's to make Feast successful, then they have to make it accessible to everyone. That means removing the clutter.
Besides, like I said before, Healers have plenty of ways to counter a sprinting target. The quickest is to just use a bind or sleep. It will require healers to pay a lot more attention to their surroundings and play more defensively, but that's what the pre-season is for: working out the kinks. Everyone will have to take advantage of that adjustment period, especially if they want to play in ranked matches.
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