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  1. #10
    Player
    Valence's Avatar
    Join Date
    Oct 2018
    Posts
    4,479
    Character
    Sunie Dakwhil
    World
    Twintania
    Main Class
    Machinist Lv 100
    Quote Originally Posted by Divinemights View Post
    Most melee stuns aren’t on the same level as those from ranged jobs.
    Typically, melee stuns act more like an anchor, holding the target in place so the melee player can start their rotation effectively.
    In fact, most hard crowd control (CC) abilities are predominantly tied to ranged or caster jobs.
    You're kidding me right? All melees with no exceptions can crowd control you through gap closers. Their hard stuns are on very short cooldowns, literally on demand, which isn't something most ranged hard stuns can say besides SMN. And let's not talk about the infamous triple Raiju stun either (even double is already nuts, enjoy losing 5k MP if you really need to get out of dodge immediately, if you even survive the purify delays).

    You use hard CCs (stun/silence) the same whether you're melee or ranged, either to initiate a burst, or to prevent someone from retreating (after guard notably), and range is rarely a problem nor a consideration. If anything a melee will have less LoS issues to land theirs.

    Quote Originally Posted by Divinemights View Post
    I doubt the 2,500 MP cost will be the final number.
    I expect they’ll make adjustments to both the MP cost and duration in patch 7.3.5. Specifically, I think the MP cost for melee will be reduced to around 2,000, and the duration will be restored to 3 seconds.
    Unacceptable as far as I'm concerned. This is still too steep.

    The whole concept of tying purify to the MP/HP economy is rotten and shouldn't be explored further.
    (1)
    Last edited by Valence; 08-11-2025 at 06:43 PM.
    Secretly had a crush on Mao