In the old system sure, but there's technically no more healers so it was a weird decision to move away from DR lol. I don't mind it personally, but I wouldn't be against it coming back either.While I do agree that you should not be CC chained by the same exact cc chaining should still exist regardless.
As far as having no diminishing returns is concerned majority has indirectly asked for this. People have asked for killing to be easier (while dealing with the healers), and the devs determined the diminishing returns had to go in order to satisfy people's need to kill. There's not much that can be done at this point. If you want me to be honest, I don't see any changes being made with that anytime soon, especially since there's a couple of threads floating about calling for the removal of Recuperate.
DR is still there with cleanse purify. Old DR was stupid and hard to track. I'd rather them to work with what we have right now, which is playing around the cleanse purify DR.
Okay, what is DR for you? I'm obviously thinking about something else...
DR would be multiple applications having less effect passively, so diminishing returns.
Currently it's a binary. Full duration, or nothing (except if purified etc).
DR is diminishing returns where effects are weaker in repeated uses. Use sleep repeatedly on a mob in pve and you will see the sleep timer get shorter till the point where the mob resists it. PvP used ro have this feature, but they opted not to use it in the new pvp.
Just turn off damage reduction. It'll be more fun, trust me.
Give me more Keeper of the Moon rep!
No, that would be stupid.
I know how it works in pve, and no, pvp never had that feature. What PvP had was a binary immunity of 10s after you suffered a specific cc, for example stun: you were stun immune for 10s, but not heavy immune for 10s. It's exactly what cleansed purify does right now, but it was only for one specific type of cc, and twice longer. And a nightmare to keep track of.
You sound a bit too sure of yourself mate.I know how it works in pve, and no, pvp never had that feature. What PvP had was a binary immunity of 10s after you suffered a specific cc, for example stun: you were stun immune for 10s, but not heavy immune for 10s. It's exactly what cleansed purify does right now, but it was only for one specific type of cc, and twice longer. And a nightmare to keep track of.
Diminishing Returns was a feature prior to 4.0 PvP as it used the PvE skills as a basis of combat, along with most other mechanics. The difference is that certain skills had their effects adjusted for PvP (like Shieldbash had 4s stun duration rather than 6s), something they added over time during early PvP as BLM's AOE sleep for 30s... was kind of excessive.
4.0-6.05 there was CC resist like you said for 10s (or 15s with 4.0-5.05 PvP, when selectable traits were a thing). So the most CC you'd take was a Stun -> Silence + Bind for a total of 4-5s, depending on when you played. I don't think it was a nightmare to keep track off though unless you pressed all your buttons as soon as you see a target on your screen to attack.
Short: Yes PvP had that feature from 2.1(where PvP released I think?) to 3.58.
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