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  1. #4
    Player
    Valence's Avatar
    Join Date
    Oct 2018
    Posts
    4,435
    Character
    Sunie Dakwhil
    World
    Twintania
    Main Class
    Machinist Lv 100
    Quote Originally Posted by True-to-Caesar View Post
    - Make crowd control effects have a common diminishing return. This can be felt in CC but also in Frontline where you are literally unable to play your character for 20s and more. Combine that with Purify not doing what’s its supposed to do or crowd control effects that can’t be removed and you leave players with a sour taste in their mouth. I mostly play tank and watching just a few players disabling your character for 20s while you are a sitting duck is not a good feeling. It’s worse for healers and dps who die much quicker.
    Having diminishing returns on CC would literally negate any kind of punishment for overextending players, if they get progressively insensitive to it anyway. If you burn your purify and decide to continue rushing headlong, you deserve to be punished for it. Actual good melee players at the top are already obnoxious to cc and kill because they're aware of this. Don't make this go overboard with that kind of nonsense.

    FLs is another can of worms though, but I do believe the same principles still apply. People that get literally chainstunned even in FL usually did something very stupid to get the attention of 20 different players, and then complain that it's not fair. Sometimes it happens to me, and I'm not throwing a tantrum about it, because it's probably MY mistake in the first place.

    Quote Originally Posted by True-to-Caesar View Post
    - Sprint should not be permanent or an on/off ability. Absolute trash when playing melee and running after a target. Make it have a 1min cooldown with a 10-15s duration, without being removed while using skills. Just as in PvE
    That way, people will learn how to position themselves and when to use it properly instead of a “oh crap” button.
    Playing mostly ranged myself in CC, melees can already be absolutely obnoxious to deal with and they're filled with gap closers and cc to the brim (for most), while ranged jobs often also have to deal with cast times or reduced mobility to make a stand. If the idea is to completely shut down any ranged job instead of just pressuring them, then by all means, remove us one of the only ways we have to get away.

    I do believe that this is just an actual red herring because once you're reduced to a scenario where a melee is chasing behind a ranged (or any job trying to flee for their life really) for ages after the initial clash and burst, we're in a situation where:

    1) The melee just failed to burst down the target, or successfully pressured the target away.
    2) The team mates of the target player are not doing their job into punishing such a stupid over extension, which can indicate the team already crumbling and choking, or just bad play.
    (6)
    Last edited by Valence; 02-13-2023 at 02:12 AM.