Just recently started coming on the pvp subforum and I must say, there's a lot of sarcastic passive aggressive people on here...typical pvp community I guess lol.



Nah this is beyond anything sane, like lets remove gc restrictions cause were tired of 2 day long queues, this is just out there really as far as sensibility is concerned
why should they nerf 1 person being able to CC your whole party and tilting the whole match completely? makes no cents
XDXDXDXD
Not specifically BLMs but the resist build up would be nice to show up as a buff and maybe last a little longer or have all CC share the same resist.
Showing resist build up as a buff would make it a hell of a lot easier to plan and execute proper CC on specific targets, because you would have a real timer instead of a rough estimation based on your own cooldowns. As a Pld, I'm totally for that idea, because it makes my job a lot easier ... but I can imagine that the rest of the community would hate it utterly and completely, given how they already spit acid on any kind of CC in the game as it is.
As for CC's sharing the same timer ... That would be a terrible idea.
Firstly, most dps players do not have the attention span or presence of mind to work with another player's CC, rather than against it. I can't tell you how many times I've seen melee dps burn the first stun of a healer's resist pre-maturely by jumping the gun on them, or how many more times I've seen the total stun duration get clipped because someone blew a oGCD stun on reflex without thinking, or how many Blm's/healers have overlapped a sleep timer with a stun timer because they didn't see the status in time ... etc. It's ridiculous. Outside of a pre-made party, you have better odds of getting hit by a meteor than finding a group who doesn't mess up CC in one way or another, let alone finding one that can actually capitalize on the total duration and score a kill. This would only get worse if all CC shared the same timer, because it would make it far easier for people to accidentally or carelessly sabotage another player's CC.
Secondly, it would make certain job combinations completely redundant. Pld, Blm, and any healer with access to sleep and/or bind would be actively working against one another. You have to have a healer, so they get to stay, but Pld? Gone. Replace with War. Blm? Gone. Replace with any other ranged job that has a faster burst with less reliance on CC. If the idea is to make PvP as homogenized as possible, then sure. This would be fine, but if we have any interest in keeping some level of diversity and tactical sense in this game, then CC resist attributes should stay separate.
The last thing you mention about stacking jobs with CC and diversity would be the whole point of sharing CC resist. Most people are going to say it lasts to long or it happens to much. When it is just multiple CCs affecting you.Secondly, it would make certain job combinations completely redundant. Pld, Blm, and any healer with access to sleep and/or bind would be actively working against one another. You have to have a healer, so they get to stay, but Pld? Gone. Replace with War. Blm? Gone. Replace with any other ranged job that has a faster burst with less reliance on CC. If the idea is to make PvP as homogenized as possible, then sure. This would be fine, but if we have any interest in keeping some level of diversity and tactical sense in this game, then CC resist attributes should stay separate.
With out adjusting the resist timer. The reset for CC seems to happen way to fast. I said seems I am not sure what it actually is but i can be slept 3 times and stunned 3 times in a 72 man match also silenced at least once in one large engagement of ice. I might then get slept as people are running away and still not resist.
Other games are trying to limit CC instead they just nerfed the crap out of them. It sounds like this is even a more pronounced issue in 4vs4 because you dont get as much CC breaks as you would in 24s or 72s.

CC resists lasts 60 seconds from the last non-fully resisted CC effect (they're on separate timers for each type ofc)
Personally I'd rather see them add more counterplay measures than outright nerfing stuff. And yeah agree 100% with the buff indicators for tracking resists. Only problem I could see is things getting a bit cluttered with how many there are, but the option at least should exist.
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