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  1. #71
    Player
    RiceisNice's Avatar
    Join Date
    Jul 2014
    Posts
    3,514
    Character
    Flo Fyloord
    World
    Famfrit
    Main Class
    Machinist Lv 80
    Quote Originally Posted by StouterTaru View Post
    Swiftcast is already nerfed to half potency for attacks in PvP, it wouldn't be unreasonable to extend that to crowd control and healing (I'm not sure if it includes heals already or not).
    There's non-dps applications, such as sleep, freeze, and sharpcast procs.


    Quote Originally Posted by StouterTaru View Post
    Fire IV is also not "(280+10% + 87.5%) in one GCD." Fire IV cast by itself is 1.2 GCD, and to get that 80% damage boost from AF3 requires a 60 second CD and 1 GCD, a full 1.4 GCD cast, or 3 full GCD casts.
    Yeah, I've mixed up the numbers, but you get my point with it being rather potent that you can justify not leaving them alone. Not just their dps abilities but CC abilities.

    Quote Originally Posted by StouterTaru View Post
    Surecast and Equanimity look nice on paper, until you realize that they are used up when you start (not finish) casting a spell, have a pretty short duration/long recast, and only prevent interruptions from taking damage. I'm not sure how you could adjust those skills to remove the horrific imbalance of a fairy sneeze interrupting a spell, without making those skills insanely overpowered.
    Surecast shouldn't be removed if a cast fails for any reason, I agree on that. Equanmnity could have it's cooldown lowered to be similar to what the other jobs can output in burst (which is around the 90s mark)

    Quote Originally Posted by StouterTaru View Post
    A reasonable alternative to this would be to reduce all cast times by 60% in PvP. At this point BLM is just annoy and run, annoy and run, they gave up, boom, BOOM, BOO-oh crap they remembered me, annoy and run, anno-oh crap they are immune, die.
    You mean like any other ranged job outside of their burst period. The difference is that as of now, a BLM has almost no potential of burst period because of the nature of interrupts and their cooldowns. Come the interrupt changes, and that changes in regards to MCH/BRD being able to harass casters. I agree that something needs to be done, but I don't necessarily agree with the change if it's going to do away MCH/BRD harass, and especially if it shifts the meta to "always stay on the blm".

    Another change could be damage inflicting pushbacks with a maximum threshold, (like .1.5 each hit up to .5 seconds). It's a tricky thing to balance out; you don't want to get to the point where healers can just heal through damage while taking it (nocturnal AST in frontlines for example). At that point, silence/interrupts skills would also start to be used for their actual purposes instead of being a counterplay to surecast, or straight up locking them out from casting anything if the silence was actually done as an interrupt.
    (0)
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  2. #72
    Player
    StouterTaru's Avatar
    Join Date
    Sep 2013
    Posts
    3,459
    Character
    Stouter Taru
    World
    Exodus
    Main Class
    Thaumaturge Lv 100
    Quote Originally Posted by RiceisNice View Post
    There's non-dps applications, such as sleep, freeze, and sharpcast procs.
    Sleep and Freeze suffer the same immunity build up as other crowd control, and having one instant cast of them every 60 seconds doesn't overpower swiftcast, especially when they wear off the second damage is taken, unlike every other impairment.

    Quote Originally Posted by RiceisNice View Post
    Surecast shouldn't be removed if a cast fails for any reason, I agree on that. Equanmnity could have it's cooldown lowered to be similar to what the other jobs can output in burst (which is around the 90s mark)
    If they were as good as Fetter Ward, then they might become useful. As they are now, they are junk that might buy you a couple seconds each match.

    Quote Originally Posted by RiceisNice View Post
    Another change could be damage inflicting pushbacks with a maximum threshold, (like .1.5 each hit up to .5 seconds). It's a tricky thing to balance out; you don't want to get to the point where healers can just heal through damage while taking it (nocturnal AST in frontlines for example). At that point, silence/interrupts skills would also start to be used for their actual purposes instead of being a counterplay to surecast, or straight up locking them out from casting anything if the silence was actually done as an interrupt.
    Using some kind of skill and strategy for interrupts is exactly what is needed. There may be a better way to fix the issues, but taking away 2+ guaranteed interrupts per cast is a step in the right direction.
    (0)

  3. 03-17-2016 01:47 PM
    Reason
    misread

  4. #73
    Player
    RiceisNice's Avatar
    Join Date
    Jul 2014
    Posts
    3,514
    Character
    Flo Fyloord
    World
    Famfrit
    Main Class
    Machinist Lv 80
    Quote Originally Posted by StouterTaru View Post
    Sleep and Freeze suffer the same immunity build up as other crowd control, and having one instant cast of them every 60 seconds doesn't overpower swiftcast, especially when they wear off the second damage is taken, unlike every other impairment.
    That's the offset for how long they last respectively (and honestly shouldn't be an issue with some form of communication), especially in bind's case where they can't turn for dps skills. And last I checked, the DRs are exclusive to itself; bind isn't affected by sleep or stun's DR. Being able to take someone out of the game for 7+ seconds at a time for a single GCD, and those 7 seconds can feel like an eternity in something as fast paced as feast. I'm not saying it's going to overpower swiftcast, but it's still a pretty damn powerful tool, and you most likely not need swiftcast for sleep with the interrupt changes, especially when only 4 (I'm excluding MNK and selene out of this due to form requirement and fairy AI respectively) jobs have a reliable means of silence, and two of them are shared within a role for a 4v4 queue.
    (0)
    Last edited by RiceisNice; 03-17-2016 at 02:58 PM.
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  5. #74
    Player
    MilaDazol's Avatar
    Join Date
    Jul 2015
    Location
    Limsa Lominsa
    Posts
    35
    Character
    X'shtola Abba
    World
    Balmung
    Main Class
    Marauder Lv 70
    I'm still learning to PvP as a WAR, but what im hearing with this "15% damage interrupt" is : "Now you need ALL the team´s damage focused on the healers if you want a chance to interrupt it on the span of his cast ON TOP of his/her mitigation shield".
    (0)
    Last edited by MilaDazol; 03-17-2016 at 04:06 PM.

  6. #75
    Player
    Aviars's Avatar
    Join Date
    Dec 2015
    Posts
    524
    Character
    Aviars Lightsworn
    World
    Exodus
    Main Class
    White Mage Lv 80
    Quote Originally Posted by MilaDazol View Post
    I'm still learning to PvP as a WAR, but what im hearing with this "15% damage interrupt" is : "Now you need ALL the team´s damage focused on the healers if you want a chance to interrupt it on the span of his cast ON TOP of his/her mitigation shield".
    No, it means the ability you use has to deal damage equal to 15% of the persons health. Which means warriors can't spam tomahawks while snared to interrupt you
    (0)

  7. #76
    Player
    Millen1's Avatar
    Join Date
    Aug 2013
    Location
    Gradania
    Posts
    228
    Character
    Xiao Ming
    World
    Brynhildr
    Main Class
    Dark Knight Lv 80
    As a healer, Black mage I am happy with the changes and will give pvp another shot this afternoon. The 15% isn't that bad, been hit by far more than that though In single hits. My guess is that means you need to land about 1,500 damage on a healer/ caster now.
    (1)

  8. #77
    Player
    Dumbledoremd's Avatar
    Join Date
    May 2014
    Location
    Ul'dah
    Posts
    324
    Character
    Dumbledore Md
    World
    Sephirot
    Main Class
    Thaumaturge Lv 100
    Quote Originally Posted by StouterTaru View Post
    Clearly BLM will now be rapists, because the average physical dps can only average a spell interrupting ability every 10 seconds, instead of every 1.2
    The correct term is bill cosby's sorry i had too
    (0)

  9. #78
    Player
    MilaDazol's Avatar
    Join Date
    Jul 2015
    Location
    Limsa Lominsa
    Posts
    35
    Character
    X'shtola Abba
    World
    Balmung
    Main Class
    Marauder Lv 70
    Quote Originally Posted by Aviars View Post
    No, it means the ability you use has to deal damage equal to 15% of the persons health. Which means warriors can't spam tomahawks while snared to interrupt you
    I think is not a single attack, but the total amount of damage received during a cast that can interrupt it.

    If is only a single hit, a healer with 10K of HP needs to get hit with a at least 2K-2.5K (with mitigation), something as a War only you can achieve with Berserk to be consistent ,so its animation will tell the healer " I'm going for you, please use insta heals", and yeah, Fell Cleave without berserk can get close to that, but you need to pray to RNG jesus to help you with crits. or a DPS needs to be on his ass at all times, instead of a tank.

    If is a total damage during the cast, all the dps have to be on his/her arse to making sure the healer is blocked.

    I guess when the patch is live we will know which method is going to be the used in the game.
    (0)

  10. #79
    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 Dimitrii View Post
    He is counting the 6 seconds from Holmgang I believe.
    Exactly this. ^

    Including Holmgang (which is part of War's stun lock utility, regardless of how you personally use it) you're looking at roughly 10 seconds of stun time if not purified. On a single target, War's actually have a slightly longer stun than Plds. If you also include a double burst of Fell Cleave, then you would traditionally get two additional interrupts on top of the stun which can be saved for a cast timer, similar to Pld's Spirits Within; though, Pld's only get one of those. That said, those additional interrupts via double Fell Cleaves might be slightly less reliable with the new adjustments.

    Pld's only stunning advantage is that they can apply it across multiple targets at one time, rather than just one.
    (0)

  11. #80
    Player Houston009's Avatar
    Join Date
    Sep 2013
    Posts
    575
    Character
    Straigus Rheyist
    World
    Jenova
    Main Class
    Pugilist Lv 81
    Quote Originally Posted by Februs View Post
    Exactly this. ^

    Including Holmgang (which is part of War's stun lock utility, regardless of how you personally use it) you're looking at roughly 10 seconds of stun time if not purified. On a single target, War's actually have a slightly longer stun than Plds.
    Your terminology for CCs are very off. First of all, Holmgang is a bind, always has been, it is not a stun of any kind. Stun prevents the victim from doing anything but Purify. When a player is Holmganged, they can still use abilities and cast but cannot move a.k.a. Bind.

    Paladin has 7 seconds of stun-lock capability, the longest Stun in the game.
    Warrior caps at 4.5 seconds of stun-lock capability.

    Paladin obviously wins, and can stun for 7s more often than Warrior can with their 4.5s. Paladin's stun advantage is that it is longer,on demand, and can be used more often.

    I'm not including Spirits Within or Holmgang because they are not stuns. When refering to stun-locking, it is the act of actually "stunning" your target into submission. I cannot express this enough.
    (3)
    Last edited by Houston009; 03-17-2016 at 06:32 PM.

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