As a melee it's been great--dodging a particularly large and punishing AoE in the final MSQ trial is a great example of how Sprint is useful in combat.

As a melee it's been great--dodging a particularly large and punishing AoE in the final MSQ trial is a great example of how Sprint is useful in combat.


I think it's fine the way it is now and I always found it a bit odd that this game allowed casters to sprint with such ridiculous uptime. However, a CD reduction if used out of combat would be a nice QoL change, especially for cities where we can't use our chocobos.
And you're saying that we should go back and melee dps should just suck it up and take one for the team. While I agree the CD shouldn't be 60 seconds, I'm still happier with the idea that it doesn't cost TP. It's absolutely annoying that it costs the entire key resource pool for one group of players, but the other group gets it for basically free.


Actually, no. He's not saying that. He said basically what I did, that the only change to it should have been removal of TP costs.
The combat/non-combat differentiation ain't that bad. The problem is with the doubled cooldown. However, it never should have taken all of TP, or any TP for that matter. As much as that sounds logical (TP being "stamina" pretty much and all), it's just broken with how TP is used in this game and how sprint took TP first and then gave profits later. If it would be stance where it drains TP only when it is on, then it would be a bit easier to deal with.
Only because they didn't have it before... It would not break the game.
Yes. Sprint should simply have its own stamina gauge or a flat cooldown that mirrors the length it took for TP to regen previously.The combat/non-combat differentiation ain't that bad. The problem is with the doubled cooldown. However, it never should have taken all of TP, or any TP for that matter. As much as that sounds logical (TP being "stamina" pretty much and all), it's just broken with how TP is used in this game and how sprint took TP first and then gave profits later. If it would be stance where it drains TP only when it is on, then it would be a bit easier to deal with.
Last edited by Naunet; 06-25-2017 at 02:58 PM.

In this game you can walk, jog or sprint. Those pushing for change want to either sprint longer or more often. Meaning they feel that walking is too slow and jogging is not fast enough. Some of you demand more sprinting everywhere; in combat, out of combat and in cities. If that's the case, why even bother having players jog? Why not simply ask SE to replace jogging with sprinting? That would make you happy, no? It would make the bot users happy, too.
Let's say SE replaces jogging with sprinting but then also introduces an even faster tier of travel called, I don't know, dashing or some other that had a similar cool down. Would the people complaining now be content, you think? Not likely. This type of complaint has no end.
And I stare in disbelief at those who use the argument of immersion to support continuous sprinting in cities over the use of crystals. So walking and jogging are not the alternatives for immersion but sprinting is? Oh yes, I can see how players are immersed when they're running around like they're about to piss themselves. So let's say it really is an issue of immersion for you, to be able to sprint in the city. What about for other players? How does it impact their immersion to see others frantically rushing about like they don't have a second to spare.
No matter how I look at it people simply want to exploit the game with these kinds of requests but mask it behind legitimate-sounding reasons.
I can't get no! Satisfaction.




Did you actually read through the thread? Most of us would like the new cool-down not to apply outside of combat. That's all.
It won't affect bots, I assume you haven't seen them in action if you think it will; they move much faster than we can and usually under or through the terrain.
While the change is great for TP users in combat (me included), it adversely affects new players, gatherers, people doing the Sightseeing Log and all of us when it comes to moving around cities. Which is why we'd like it reverted for non-combat situations, if possible.
I don't see how you can interpret a simple request to revert something to the way it was as a desire to exploit the game.


It couldn't be more apparent that you haven't the slightest idea what you're talking about. People who want to exploit the game aren't constrained by the limitations of the game and could simply hack speed rather than vie for changes on the forums.
I agree with you there, the tone of his posts however (yes reading tone on the internet) is aggressive towards people who like the good part of the change over the bad part of it. I like this sprint better than old sprint. I think both sprints are hot garbage and it should just be 30 seconds cooldown with the duration reduction it has in combat right now. But I'll take it over the old sprint any day.
It's not a matter of casters being spoiled - as it was before, it did make some sense. Casters have to stand still for a majority of their spells, where as DPS do not. Yes, a DPS may lose out on that perfect positional bonus, but they can still get a move off before running out of the AOE where as a caster would have to cancel their full cast. Casters already have a disadvantage in combat due to not being as mobile - this helped balance the playing field a bit.
I do think the change is quite nice for all the non-caster classes. My main is WHM, but I do play other jobs, so I get it. But yeah, an in-combat vs. out-of-combat option would be nice.
Last edited by Skivvy; 06-26-2017 at 12:27 AM.
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