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  1. #11
    Player
    Geologo's Avatar
    Join Date
    Nov 2013
    Location
    Gridania
    Posts
    472
    Character
    Leinas Kroma
    World
    Ragnarok
    Main Class
    Armorer Lv 90
    Quote Originally Posted by Februs View Post
    Firstly, this decision was probably made taking into account that there will be re-spawns in Feast.
    ...
    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.
    ...

    Lastly, none of this really makes a difference because a good PvP'er never worried about the Tp cost of sprint anyway.
    ...

    [...]Not to mention the fact that casters already have multiple ways to stop melee's from chasing them around (sleep or bind, for example).
    I know War and PLD hasn't any gap closer for that I said that all DPSs melee classes have them x)
    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.


    Quote Originally Posted by xxczx View Post
    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 dont't think this will totally screw them, but I feel it not balanced, but yes we have to see what will change too.

    Quote Originally Posted by Dimitrii View Post
    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...
    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)

    --- --- ---

    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)
    (0)

  2. #12
    Player
    NessaWyvern's Avatar
    Join Date
    Sep 2013
    Location
    Gridania
    Posts
    1,920
    Character
    Nessa Goddessly
    World
    Ravana
    Main Class
    Conjurer Lv 96
    Good fight scholar and whm, no more sprinting away enough to get a cast off. Our spells get interrupted by people hitting us, ya know :< (has all 3 healer classes at 60 and uses them all in pvp)
    (0)

  3. #13
    Player
    Brianmj's Avatar
    Join Date
    Aug 2014
    Posts
    416
    Character
    Brian Jones
    World
    Hyperion
    Main Class
    White Mage Lv 90
    Quote Originally Posted by Dimitrii View Post
    snip.
    Tri disaster doesn't add the effect of disease. I'm really wouldn't mind just having Miasma just apply the heavy, although I'm still not adverse to Miasma II applying the effect in PvP. Given Summoner's lack of defense, and melee having free sprint, I'd say heavy from Miasma II is warranted right now.
    (0)

  4. #14
    Player Februs's Avatar
    Join Date
    Jul 2015
    Location
    Ul'dah
    Posts
    1,927
    Character
    Februs Harrow
    World
    Diabolos
    Main Class
    Paladin Lv 90
    Quote Originally Posted by Geologo View Post
    I know War and PLD hasn't any gap closer for that I said that all DPSs melee classes have them x)
    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.


    Quote Originally Posted by Geologo View Post
    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).
    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.

    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.
    (0)

  5. #15
    Player
    Darwyn_Ulondarr's Avatar
    Join Date
    Sep 2013
    Posts
    80
    Character
    Darwyn Ulondarr
    World
    Balmung
    Main Class
    Archer Lv 50
    Good change, imo that brings some needed PvP balance. Original poster is simply wetting his trousers in fear.
    (1)

  6. #16
    Player
    Shurrikhan's Avatar
    Join Date
    Sep 2011
    Posts
    12,898
    Character
    Tani Shirai
    World
    Cactuar
    Main Class
    Monk Lv 100
    As primarily a melee/Bard, this seems kind of overkill without changes to cast interruption. They're already so easy to lock down...
    (1)

  7. #17
    Player
    Lukha's Avatar
    Join Date
    Feb 2014
    Location
    Goblet W13P13, Ul'Dah
    Posts
    1,460
    Character
    Lukh'a Lybhica
    World
    Adamantoise
    Main Class
    Conjurer Lv 100
    The only way this would be remotely okay is if they give access to Cleric Stance back in PVP and give spell interupting diminishing returns like every single other status effect.

    If I sleep someone, they'll wake up faster every time. If I heavy someone, it wears off faster every time. Eventually the ailment will be fully resisted. I can get hit thirty times and my vain attempts to cast a spell will be just as easily interrupted on the thirty-first blow as the first.

    I can't do any meaningful damage, I can't actually heal because I can't get a spell off, and now I won't be able to run away? Do they not want healers to PvP at all anymore?
    (1)

  8. #18
    Player
    Serilda's Avatar
    Join Date
    Feb 2015
    Posts
    1,885
    Character
    Renard Lefeuvre
    World
    Yojimbo
    Main Class
    Alchemist Lv 100
    It seems a little strange to make such a sweeping balance adjustment before the first season starts instead of testing it first as it's obviously going to require further balancing. In my case, it's made my decision about which job I bring to The Feast rather easy.
    (0)

  9. #19
    Player
    Darwyn_Ulondarr's Avatar
    Join Date
    Sep 2013
    Posts
    80
    Character
    Darwyn Ulondarr
    World
    Balmung
    Main Class
    Archer Lv 50
    On a whim, I looked up the original poster's most played PvP job recently on xivpvp and sure enough it's SMN. Which means his post is nothing more than an obvious, self-serving hoodwink made by the job that spams and abuses sprint on cooldown without penalty or concern all the livelong day.TP based jobs that have enliven and invigorate (RIP tanks) on cooldown have to make a tough choice between killing power and the speed needed to keep up with the sprint spamming mana jobs. A choice SMNs have never had to make, and I'd say he's deeply terrified of balance and competition. Not just from melees, but from TP based ranged jobs who face the same tough choice like BRDs and MCHs (who get a nice boost in kiting ability from this as well).

    The sprint change is good and it's about time, frankly.
    (2)

  10. #20
    Player
    Guesswhat's Avatar
    Join Date
    Mar 2015
    Posts
    557
    Character
    Aira Comet
    World
    Odin
    Main Class
    Pugilist Lv 100
    Melee dps should sprint anyway as is; it's not THAT big of a deal. It will be spamable though and more noob friendly.
    (0)

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