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Thread: PCT PVP

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  1. #8
    Player
    Loggos's Avatar
    Join Date
    Nov 2011
    Posts
    1,003
    Character
    Kaeya Alberich
    World
    Twintania
    Main Class
    Pictomancer Lv 100
    Quote Originally Posted by SweetPete View Post
    I actually agree with much of what you said. Thank you so much for typing out such a thorough response. I love the idea about holy sharing a cooldown timer with comet along with my idea of holy healing allows around the target. 7.2 is closing in. We know we’re getting more PvP updates. Let’s see if PCT gets anymore updates/changes.
    You're welcome! Let's hope for some good news for picto!

    I had some more thoughts re: black comment taking so long.

    I think this could be indicative of one of the job's core problems in general.

    Coming back to the point that on paper picto looks fine but may not always feel like it ingame, I think this disconnect between consecutive hits of damage could be a reason.
    Because numbers-wise and also utility wise I don't think it's worse than other classes. It does have a lot of tools and high numbers.
    But (often due to animations) a lot of its attacks don't connect as swiftly/fluently and as a result leave "long" gaps between incoming damage that enemies can use to recover.
    The only exceptions are the muse oGCDs which you can combo nicely with comets and starprism.

    Swift-casting muses on the other hand is the biggest offender because 1) it puts your entire kit on cooldown (except your muse oGCDs), even sprint and 2) the cooldown is based on the hard-cast animation. So you don't actually save time with smudge-casting muses. You just gain mobility. Because now that you have swift-cast your muse you are locked out of your entire kit for 3ish seconds.
    The pressure you lose in those moments is often noticeable.
    If you could swift-cast your muses and then immediately follow up with your comets and/or beam then you'd have much smoother and seamless combo game.

    So in light of that I have to revise my previous point that picto is not clunky anymore. While it has been improved there is still unnecessary clunk.

    I think removing those forced cooldowns and animations that lock you out of your kit for valuable seconds and making it more flexible and responsive would improve the job's damage potential in a more meaningful way than altering its numbers. The latter feels a bit like adding bandages on top of a wound instead of addressing the root cause. Having your big-hitters connect faster would allow you to put more pressure on your targets without overtuned stats.


    Another idea I had was that with picto being rather niche your team mates might not always know your about your kit's utility so it ends up being underused. Many may not be aware of clawed muse's debuff or chocobustion's healing buff & damage reduction and star prism's damage buff and heal for example.

    Quote Originally Posted by Valence View Post
    I cannot agree with the comparison with contradance though. Chocobastion isn't hard countered by 80% of the LBs in existence for starters. Chocobastion requires a tenth of the considerations that Contradance does, and Contra will rarely if ever catch all the opponents so you'll keep eating damage after, and you'll be half naked because already low HP and out of purify. But this doesn't detract for the points you made that the animation may be too long, etc. I'm not enough qualified in PCT to judge on my end.
    Hm, could you elaborate on the emphasised parts? Because I'm not sure if we actually disagree or if we might just misunderstand each other. Perhaps I just phrased my original point badly.
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    Last edited by Loggos; 03-13-2025 at 07:59 AM.