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  1. #11
    Player
    Daeriion_Aeradiir's Avatar
    Join Date
    Jul 2014
    Posts
    601
    Character
    Daeriion Aeradiir
    World
    Gilgamesh
    Main Class
    Dark Knight Lv 100
    Quote Originally Posted by Lyth View Post
    As fun as the idea is, the game's code seems to require mobs to be completely stationary in order to 'cast' actions. This is true even for instantaneous events like auto-attacks, which is why you see mobs stutter step when you're moving them around. There are some cases in older content where a large displacement in mob position could actually cancel a cast that's supposed to be uninterruptable, or could prevent a cast from even being initiated in the first place.

    I'm not sure if this was ever formally fixed, but it's at least part of the reason why all the player generated draw-in/knockback effects were removed from PvE in Stormblood.
    To be fair, Holmgang had the pull-in effect well past even Stormblood afaik, and it wasn't ever useful outside of like...2 instances in this game's history (T9 & Leviathan). 99.9% of mobs that used actual mechanics were immune to being moved in any way, so at best you could interrupt some niche examples like the Dreadtooth dudes in Leviathan. They removed most of the push around stuff like fluid aura and that one that MCH had(?) simply because they were just annoying to the tank and caused endless complaints back then.

    A pull in skill exclusive to tanks would be a pretty inoffensive addition, and open the door to doing stuff like adding more caster enemies to dungeon packs, or add actual mechanics that require positioning a stationary add that could be pulled. Wouldn't even be hard either, they could literally copy-paste the old holmgang code minus invuln & rooting you that still exists in the game (as several enemies do use the old Holmgang skill to pull you in & bind you in solo instances/halatali hm)

    For the topic:

    -Re-balance tank healing. Bloodwhetting 100% needs to be nerfed so thats its heals once per GCD like PLD's Blade combo (speaking of which, can also do with a reduction in the healing it gives), not per target. Equilibirum can lose the upfront healing or the regen. Shake it off/Veil can have their healing reduced a bit. GNB should basically be the standard of tank healing - can help supply passive healing with an occasional burst, but not enough to carry a pull on its own infinitely.
    (3)
    Last edited by Daeriion_Aeradiir; 01-14-2024 at 08:06 AM.