You're underestimating how steep the nerf was. The problem is that it wasn't just 8s. If I remember correctly, the original sleep duration was 12s. Nightwing was also an additional 10s (now 6s). Blm CC actually accounted for roughly 15 full seconds of downtime by itself if left alone, but that wasn't the real problem. The real problem was how easy it was to chain CC together. Even if the party tried to space their purifies by doing a 2 purify per minute reset, that would only cover 2 out of 3 sleeps (sleep always got purify priority because of a much longer duration). That would leave one short sleep and 3 full Pld stuns with a duration of 7s (4s>2s>1s). That's more than enough time to guarantee a kill or two during the downtime, assuming competent dps. Conversely, if you tried to purify the total CC duration of stuns and sleeps, then not only would you fail, but you'd be leaving the healer completely exposed to CC for ~25s come resistance reset. There was no way to win here. Assuming equal skill levels across both teams, you were either guaranteed one kill every 60s or a full party wipe every 2 minutes. The team without the Blm would lose.
You also have to take into consideration that it is infinitely easier to to coordinate CC than it is to coordinate CC resistance. There is no voice-chat in Feast outside of organizing 3rd party services, and those only work for party-queue. The only way a healer can ask for purifies in solo-queue is to set up a maccro or type in the chat box, but even then, there is no guarantee that your party will notice it. They could miss it, or they could simply ignore it, or they could assume that someone else would take care of it, or, worst of all, they could ALL take notice and blow all of their purifies at the same time, essentially wasting 2/3rds available purifies (and yes, I have seen this happen). By comparison, chaining together CC is far easier and there is less margin for error. Hence, it was abused in JP, and subsequently nerfed.

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