Quote Originally Posted by Dimitrii View Post
The spell interruption rate is fine as is imo but now that blm are allowed to cast more freely, sleep needs to be nerfed a little in duration. Whm + Blm combo becomes a problem with all the sleeps being tossed everywhere. Don't get me wrong the setup is still far from unbeatable but that's an insane amount of cc for an equally insane amount of duration.
I can totally agree with this. In my opinion, the changes have been pretty solid so far. I'm finding that it's also having a positive impact on the attitude of some PvP'ers as well. This could just be a coincidence, but I haven't had nearly as many people make obnoxiously unrealistic demands for locking down the healer, and there's been a slightly stronger sense of needing to work as a team (not to say that everyone does, mind you). There are still changes needed, though.

Sleep duration is a big one. I'm finding that a lot of people are having the same issue with sleep that we used to have with the Smn burst. Purify just does not keep up with a Whm/Blm combo if they know how to abuse their kits. You can be left vulnerable for a ridiculously long time, and you don't have the tools to keep ahead of it. The most viable method has become to simply zerg down the Whm or Blm with pure brute force using both the Dps and Tank. It makes for a good tug-o-war in the matches (I've had quite a few that have been within 100 points, of late), but I feel like it just limits the tactical options a little.

My thoughts on it are that they need to reduce the duration of sleep a little or provide players with another means of removing, reducing, or resisting the status. My first thought is Materia, since that system was already in place, but SE let that ship sail a long time ago. The other option could be a consumable item of some kind? I dunno. Just spit balling here. Whatever they decide to do, I'm looking forward to future balancing adjustments to go along with whatever they have planned for Drk.