Page 2 of 4 FirstFirst 1 2 3 4 LastLast
Results 11 to 20 of 31
  1. #11
    Player
    Renault's Avatar
    Join Date
    Jan 2014
    Posts
    332
    Character
    King Stefan
    World
    Balmung
    Main Class
    Conjurer Lv 60
    Quote Originally Posted by Aramyth View Post
    The most frustrating thing about the melee limit break is that there is little you can do to counter it. There is no room for a player to improve to counter it.

    At least if I die because of a mistake I made, I can learn from it and become s better player.
    Which is why I suggest a casting time increase. This allows more time to interrupt it with stuns and knockbacks...

    Quote Originally Posted by Exira View Post
    YES and they can just fetterward for it and there instantly becomes no counterplay to it. It's baaaaaad
    But oooohhh waiiiiit, that wouldnt workkkk, would iiiittttt. Oh noooooooooooo. ( Yeah, Melee can just Fetter Ward when they LB so it cannot be interrupted )

    Yeah, as Exiras said. It's just kinda BS in its current state.
    (3)
    Last edited by Renault; 04-19-2016 at 11:31 AM.

  2. #12
    Player
    Dimitrii's Avatar
    Join Date
    Jul 2014
    Posts
    849
    Character
    Knives Stryfe
    World
    Diabolos
    Main Class
    Alchemist Lv 90
    Quote Originally Posted by Renault View Post
    Yeah, Melee can just Fetter Ward when they LB so it cannot be interrupted )
    Knockback still cancels lb, regardless of whether fetter ward is up or not, but yeah its lame. Limit breaks in general should not exist period in a competitive format.
    (1)

  3. #13
    Player
    Exira's Avatar
    Join Date
    May 2014
    Posts
    221
    Character
    Melania Trump
    World
    Excalibur
    Main Class
    Conjurer Lv 50
    Quote Originally Posted by Dimitrii View Post
    Knockback still cancels lb, regardless of whether fetter ward is up or not, but yeah its lame. Limit breaks in general should not exist period in a competitive format.
    How so? it explicitly states it blocks knockback
    (0)

  4. #14
    Player
    Dimitrii's Avatar
    Join Date
    Jul 2014
    Posts
    849
    Character
    Knives Stryfe
    World
    Diabolos
    Main Class
    Alchemist Lv 90
    Quote Originally Posted by Exira View Post
    How so? it explicitly states it blocks knockback
    Wow it looks like they change this? It used to only block fluid aura since that also boundbefore and I recall it explicitly omitted saying it blocks knockback and draw in.
    (0)

  5. #15
    Player
    Exira's Avatar
    Join Date
    May 2014
    Posts
    221
    Character
    Melania Trump
    World
    Excalibur
    Main Class
    Conjurer Lv 50
    Quote Originally Posted by Dimitrii View Post
    Wow it looks like they change this? It used to only block fluid aura since that also boundbefore and I recall it explicitly omitted saying it blocks knockback and draw in.
    Yea I'm not sure if it was changed or not but I know Straigus was talking about it blocking it so I'd assume the skill description is correct
    (0)

  6. #16
    Player
    Dimitrii's Avatar
    Join Date
    Jul 2014
    Posts
    849
    Character
    Knives Stryfe
    World
    Diabolos
    Main Class
    Alchemist Lv 90
    Quote Originally Posted by Exira View Post
    Yea I'm not sure if it was changed or not but I know Straigus was talking about it blocking it so I'd assume the skill description is correct
    If it says it, and it does i just checked, then its right. I swear they changed the description though it did not include knockback nor draw in. I distinctly recall this as months ago I had asked on here if it did specifically because the knockback was omitted in its description.

    Edit: If you look it up on old FFXIV wikis that dont update their info frequently you can see the old fetter ward description used to be "Grants immunity to stun, sleep, bind, heavy, and disease for 9 seconds." Source http://ffxiv.consolegameswiki.com/wiki/Dragoon
    (0)
    Last edited by Dimitrii; 04-19-2016 at 02:21 PM.

  7. #17
    Player
    Exira's Avatar
    Join Date
    May 2014
    Posts
    221
    Character
    Melania Trump
    World
    Excalibur
    Main Class
    Conjurer Lv 50
    Quote Originally Posted by Dimitrii View Post
    If it says it, and it does i just checked, then its right. I swear they changed the description though it did not include knockback nor draw in. I distinctly recall this as months ago I had asked on here if it did specifically because the knockback was omitted in its description.
    Well glad we cleared it up ^^ yea they do change skills and put in the notes but sometimes they fly under the radar in lull times
    (0)

  8. #18
    Player
    neoxdeciple's Avatar
    Join Date
    Jan 2014
    Location
    Ipswich
    Posts
    108
    Character
    Shiroe Enchanter
    World
    Moogle
    Main Class
    Dark Knight Lv 60
    as much as i really do agree that it shouldnt just one hit a person at all. there are ways to counter it.

    Attunement, Sacred Prism, Cover, Tank LB, Stun, tank immunitys, swift cast shields, Manawall, testudo, carnal chill, thrill of war. as well as any effect with sleep knock back stun etc if fetterward isnt up. which can be used to somewhat stop it. but again, its very limited situation use. some classes like summoner literally have nothing to defend against lb.

    As a healer, ive noticed without 2 tank accessorys i WILL die in one shot it if dont have one of the above options available to me. being as lb is nearly all ways paired with stun and fetterward it falls into the realm of team work. which single cue doesnt exactly help with. id like to see it do about 7000 capped damage. 75% damage on target. a flat out kill is just silly.
    (0)

  9. #19
    Player
    Renault's Avatar
    Join Date
    Jan 2014
    Posts
    332
    Character
    King Stefan
    World
    Balmung
    Main Class
    Conjurer Lv 60
    Quote Originally Posted by neoxdeciple View Post
    Snp
    Attunement has to be used before the cast bar for "Raw Destruction" even appears, or it will not register in time. No melee in their right mind would use an LB when you're standing in sacred prism. Things like Testudo, tank LB, etc. will often not register before the attack goes off, resulting in a failure to reduce the damage taken.

    I play healer and run 2 fending also, and can say a melee LB at full hp (on WHM) will put me down to about 200-300 hp. This is recoverable...IF NOBODY IS ATTACKING ME AFTERWARDS. I live through melee LB 95% of the time I get hit by it if I've got no heavy medal stacks, it is the damage afterwards that kills me, because I have no answer for the following burst when I just had to pop one, if not several healing CDs just to recover from it.
    (1)

  10. #20
    Player
    neoxdeciple's Avatar
    Join Date
    Jan 2014
    Location
    Ipswich
    Posts
    108
    Character
    Shiroe Enchanter
    World
    Moogle
    Main Class
    Dark Knight Lv 60
    Quote Originally Posted by Renault View Post
    Attunement has to be used before the cast bar for "Raw Destruction" even appears, or it will not register in time. No melee in their right mind would use an LB when you're standing in sacred prism. Things like Testudo, tank LB, etc. will often not register before the attack goes off, resulting in a failure to reduce the damage taken.
    I play healer and run 2 fending also, and can say a melee LB at full hp (on WHM) will put me down to about 200-300 hp. This is recoverable...IF NOBODY IS ATTACKING ME AFTERWARDS. I live through melee LB 95% of the time I get hit by it if I've got no heavy medal stacks, it is the damage afterwards that kills me, because I have no answer for the following burst when I just had to pop one, if not several healing CDs just to recover from it.
    what i'm saying is with the right timing those things can save you but as you pointed out they literally have to activate at the exact time a lb is activated. and as you pointed out your buggered if someone else hits you. also you burn cool downs just to recover. i thought the point of the changes to HP interruption was that people didnt have to take tank accessory but its still very much mandatory for healers to do so regardless of the change. hell I still see almost all blk mages and summoners taking at least 1 tank accessory.

    seems the process wasn't thought out very well. in all honesty id even be happy if they made it a longer cast time to match Ranged lb. just doesnt seem right that one is easy to interupt while to other is near impossible if the player knows what they are doing.

    if im playing devils advocate saying that, it doesn't make the game uneven. both teams have someone capable of melee Lb. its basically just a case of it being extremely unfair on the person getting hit by one.
    (0)

Page 2 of 4 FirstFirst 1 2 3 4 LastLast