


But.... they're making claims that they hate the changes to it as a gatherer. They didn't say anything about hating it as a Bard. See, I love the changes for my MCH but not so much on my SMN. See how that works?



Couldn't there be a way to apply a context-sensitive cooldown timer, where it detects if you're in combat, in an instance, in a city, on a gathering job, etc.?
hopefully, among what has already been suggested, there is some way to work around this new change without completely breaking the game. giving us more freedom and mobility outside of combat.
personally, i just want two functions to sprint. if your in combat, than the sprint time would be 20 seconds. if you are out of combat, than the sprint time is 40-50 seconds. as a catch, out-of-combat sprint will instantly stop the player once he/she is in combat.
i really do not see a reason why the sprint should not be so limiting outside of combat.
unless some people just like an extremely slow MMOJRPG for the sake of nostalgia. in this case, deal with it, because slow MMOJRPGs are severely outdated and the reason why so many new players below level 20 quit early.
Player
I have to wonder how few people raving over the change here actually played a non-WAR tank, for which TP was near useless in AoE pulls anyways, or a caster... Heck, even as a Monk I'd occasionally Sprint in dungeon combat, Invigorating immediately afterwards and buying back the TP with Purification between sprinting pulls... Having the CD doubled atop having the in-combat duration reduced to as little as half is not pleasant in any of these scenarios. Not to mention pre-mount QoL or just zipping about town.
My personal preference, although complicated:
Sprint runs on a unique cooldown (a.k.a. "charge") system, holding up to 40 seconds' of duration (1 minute's charge), charging at 2 second's duration per 3 seconds' real time (generated on the global MP/TP tick). One activated, Sprint will last however long it's been charged for, but duration drains twice as fast while in combat. The duration indicator will re-estimate to reflect this when entering or leaving combat.
Last edited by Shurrikhan; 06-23-2017 at 05:40 PM.
As a caster main, i strongly agree with this change. Sure it has a longer CD. But it allows my fellow non-casters to sprint in combat and from one combat point to the other too, so the CD is worth it. Up until now, sprint was stupid and extremely unfair.



I hate the new Sprint in combat well. I also used it frequently. Mostly to make it to things you have to stand in to mitigate damage but also to avoid aoe.Everyone who likes it are melees talking about in combat and everyone who hates it are not talking about combat and hate the cooldown time. I hate it because I'm just trying to run from quest to quest in cities and it's taking forever when it used to be much faster since I could sprint more often. We can all agree it's cool that melees can sprint in combat now but just make it the old timer when out of combat


I vote they cut the cooldown in half, and cut the duration in half.

All these spoiled casters complaining about a longer cooldown. You've already had it easy all this time! I'm just happy to be able to sprint without having to pop Invigorate afterwards.
it's not like they deserve it, nor have they intended for the old sprint to be so difficult for TP users in the first place. this nerf was never needed for any scenario, nor was it ever suggested in the first place.
"nerf sprint". who would agree to that?
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