Results 1 to 10 of 56

Hybrid View

  1. #1
    Player Dualgunner's Avatar
    Join Date
    Aug 2014
    Location
    Gridania
    Posts
    2,942
    Character
    Lilila Lila
    World
    Coeurl
    Main Class
    Machinist Lv 80
    Quote Originally Posted by Kabzy View Post
    By those standards, each of the twelve jobs should also get complete mobility and near 100% DPS uptime in all situations. Your own argument can be thrown back at you, BRD/MCH already have a huge advantage with mobility. Also it should be pointed out that not all jobs can negate all movement based mechanics. A PLD, for example, cannot use Tempered Will on both pushbacks on Exdeath.
    Quote Originally Posted by Bourne_Endeavor View Post
    It'd be a different argument if say, only Dragoon and Black Mage could cheese it due to Jumps and AM.
    "Everyone else has something, phys ranged should have something too" and "Only two jobs have something, everybody else should have that something" are completely different arguments and one can't be used to negate the other.

    What I do know is our bard is the only person in my static who gets blown back by every vacuum wave, and the only person who has no direct answer for Tidal Wave. It's an annoyance for the whole party to have to accommodate for. Does it break the game? Not at all--but that doesn't mean it's not annoying.
    (5)

  2. #2
    Player
    Vivi_Bushido's Avatar
    Join Date
    Feb 2014
    Location
    Gridania
    Posts
    830
    Character
    Hott Cocoa
    World
    Spriggan
    Main Class
    Bard Lv 80
    Quote Originally Posted by Dualgunner View Post
    "Everyone else has something, phys ranged should have something too" and "Only two jobs have something, everybody else should have that something" are completely different arguments and one can't be used to negate the other.

    What I do know is our bard is the only person in my static who gets blown back by every vacuum wave, and the only person who has no direct answer for Tidal Wave. It's an annoyance for the whole party to have to accommodate for. Does it break the game? Not at all--but that doesn't mean it's not annoying.
    Agreed 100%

    They're two completely different arguments and is purely a QoL add on, not a game changing feature.
    (0)

  3. #3
    Player
    kikix12's Avatar
    Join Date
    May 2017
    Posts
    953
    Character
    Seraphitia Faro
    World
    Midgardsormr
    Main Class
    Scholar Lv 80
    Quote Originally Posted by Vivi_Bushido View Post
    Agreed 100%

    They're two completely different arguments and is purely a QoL add on, not a game changing feature.
    Maybe they should just remove knockback, huh?!...Yeah...no.

    Honestly, casters are the only ones that can reliably negate knockbacks. Surecast have only 30sec cooldown and 5sec up-time. Paladins skill have 180sec cooldown and 10sec up-time. The skill is so weak in comparison, that I would honestly prefer it to be changed into something entirely different because of that insane cooldown. In terms of melee, it's still 60sec for 5sec up-time, but at least have slow effect added (which won't really matter against bosses).

    In case of melee and casters, anti-knockback evens out the odds a little bit against the ranged. Melee don't have to waste time on movement while casters don't waste their spells in the middle of the cast. Ranged, simply speaking, are scarcely affected. Generally it's nothing that positioning (which costs them nothing) can't solve.

    Classes are supposed to have strengths and weaknesses based entirely on their role. Casters have the glaring weakness of cast times. Melee the weakness of having to be near. And ranged?!...Eh...yeah?! Right...And you want to remove the slightest semblance of weakness...I'm not talking here about the stats or potency of the skills, I'm talking about the core gameplay. Ranged have NO weaknesses. They can attack from up close and at range. They can attack while moving. They can stay away from dangerous cleaves and swipes of bosses without being affected by it, and the closest they ever need to get is about 20 yalms away from the tank, to be sure that they will be caught by Medica and similar even if the healer is overly fond of stacking almost on top of the tank to keep him in range...

    If you want to remove weaknesses, small or large, make the suggestion while adding new ones. Or, hey...A bow-mage is still an option. Then, by all means, go ahead and ask for a sure-cast grade of anti-knockback.
    (9)