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  1. #1
    Player
    IDontPetLalas's Avatar
    Join Date
    Oct 2020
    Posts
    1,419
    Character
    Alinne Seamont
    World
    Goblin
    Main Class
    Astrologian Lv 100
    Quote Originally Posted by Commander_Justitia View Post
    There is too much selfheal in frontline, I don't think there is enough DR or utility, those abilities you mentioned are limit breaks, so its quite rare and job dependent - while it should be more a role skill for all tanks and healers in general. Can I even TBN or cover a alliance member outside of my group? Nope, you have to watch that guy die, even if your skills are ready. And as you don't have clemency on PLD or a stun on DRK or GNB, there is little you can do. Feels like playing with your arms tied behind your back.

    I think sprint should cost MP too if you ask me, like a 1000MP tick every 3s. Or they should increase the cost of the selfheal to 5000 MP, but then it will cause issues in crystal conflict, if its 5000 there too. I never was a fan of making healers so useless in healing, I kinda liked the tank-healer-dps trinity. But making healers too strong will just replace one problem with the next indeed.
    I can see that some jobs lack DR in FL, however some don't , because melees certainly don't feel like they lack DR in FL.

    The the rate that LB charges in FL, the abilities I linked aren't "quite rare", if they were up only once per twice per match I'd agree with you, but they're up significantly more than that, but not so much (agreed) that they're spammable, which makes it more interesting. I don't agree that "it should be a role skill for all healers and tanks". One of the best things about the PvP redesign is that each healer was made distinct, as opposed to the homogenization in PvE, with them bringing good support skills. Same applies for tanks, they're each distinct- , no you don't get clemency on PLD but you do bring utility in terms of reducing damage on your LB (for example).
    (0)

  2. #2
    Player
    Commander_Justitia's Avatar
    Join Date
    Aug 2013
    Posts
    1,204
    Character
    Pepe Laugh
    World
    Louisoix
    Main Class
    Conjurer Lv 80
    Quote Originally Posted by IDontPetLalas View Post
    because melees certainly don't feel like they lack DR in FL.

    I don't agree that "it should be a role skill for all healers and tanks". One of the best things about the PvP redesign is that each healer was made distinct, as opposed to the homogenization in PvE, with them bringing good support skills. Same applies for tanks, they're each distinct- , no you don't get clemency on PLD but you do bring utility in terms of reducing damage on your LB (for example).
    Melees are not feeling the lack of DR, because melees have 50% DR all the time. It has become almost impossible to kill some jobs within a minute in a 2vs1 scenario. Giving jobs skills to mitigate, instead of being handheld to just survive any coordinated burst anyway, would be better. It would reward smart plays, and punish bad plays. Giving melees like a 50% DR 10s buff ala safeguard would be better on top of a ~25% DR inherent, than the constant 50% we have now, I would argue.

    I wouldn't give each job the same skill, that would be boring indeed. But they would get skills according to their role. You argue they made healer distinct, well, they removed their healing more or less, that opens up slots for dmg spells certainly. I think it was only natural they end up being different then.

    A LB on Paladin, which is also at the same time, their biggest burst. You know how much that sucks when so many skills are at the same time offense, defense and utility/cc ? Like whatever button you press, you can't do much wrong(newbie friendly...) but you also cant make complete use of it often. It is like playing with a handicap. You want to do a proper burst? Well, time to pop your biggest immunity skill right now buddy, time to stun and gapclose to get free sword oath stacks, even if you don't need that utility. Atonement is 8k potency so you have to. And also press holy sheltron, because you need a cc effect so they dont run away. They are bursting you now? Well good luck, you just wasted your complete defensive kit for doing a shitty burst.

    I think I'm missing personal dmg buffs tbh. That is what it boils down too. Personal standalone dmg buffs and mitigation/utility skills. And removing skills that increase dmg based on HP threshold, because that is very laggy (because there is so much selfheal), you can't rely on it. It makes burst very random and unpredictable. Something you can't exploit very well. Which results in a low skill ceiling.
    (4)
    Last edited by Commander_Justitia; 12-25-2023 at 05:20 PM.