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  1. #31
    Player
    DRKoftheAzure's Avatar
    Join Date
    Feb 2017
    Location
    Gridania and Ul'dah (because Ishgard not allowed to be starting city-state :c)
    Posts
    1,136
    Character
    Strea Leonhart
    World
    Diabolos
    Main Class
    Gunbreaker Lv 100
    Quote Originally Posted by Reimmi View Post
    I agree with removing damage from gap closers
    it's bad game design
    I think there should be more CC in the game but only if dungeons actually require the use of it
    Make mobs have dangerous casts that need to be stunned/interrupted and stuff
    I agree that should also be more CC on tanks... BUT White Mage just breaks dungeons with its AoE stun so good luck adding more CC to tanks when White Mage has the best CC in the game...

    As for damaging gap closers... Just make them the combo finisher of a ranged target AoE combo... problem solved...
    (0)
    Last edited by DRKoftheAzure; 09-08-2025 at 04:34 PM.
    Quote Originally Posted by ArianeEwah View Post
    Making things brain dead doesn't solve problems.

  2. #32
    Player
    Carighan's Avatar
    Join Date
    Apr 2018
    Posts
    1,444
    Character
    Carighan Maconar
    World
    Zodiark
    Main Class
    Paladin Lv 100
    Quote Originally Posted by DRKoftheAzure View Post
    I agree that should also be more CC on tanks... BUT White Mage just breaks dungeons with its AoE stun so good luck adding more CC to tanks when White Mage has the best CC in the game...
    Easily solved since we have CC immunity timers already, conceptually. Stun just needs to be a more aggressive one (either 100% -> 50% -> immune, or even better, split CCs into full and partial, full CCs like Stun go 100% -> immune for 15s while partial ones like root go 100% -> 50% -> 25% -> immune). That way White Mage gets to keep their "big thing" but also we can have meaningful CC on other classes.

    On that note, the game needs a way to see CC immunity/reductions. I would propose:

    * New debuff icon (not buff!), same basic shape/icon as the actual CC.
    * Blue or green background instead of red.
    * Duration is always 15s from last CC expiring.
    * For CC where the reduction increases in intensity, it has 1-3 stacks. For immediately-immune CCs like my stun idea above, it just has a single stack, no number at all.
    * Basically you can never have the red and the blue icon at the same time, and it keeps the location in the debuff row. On the red icon (the actual CC) dropping, it gets replaced with the corresponding blue icon, and if you re-apply the CC, it replaces the blue icon again before on dropping that one comes back with another stack.
    (0)
    Last edited by Carighan; 09-08-2025 at 06:11 PM.

  3. #33
    Player
    Alice_Rivers's Avatar
    Join Date
    Jul 2024
    Posts
    593
    Character
    Alice Rivers
    World
    Omega
    Main Class
    White Mage Lv 100
    Quote Originally Posted by Carighan View Post
    Easily solved since we have CC immunity timers already, conceptually. Stun just needs to be a more aggressive one (either 100% -> 50% -> immune, or even better, split CCs into full and partial, full CCs like Stun go 100% -> immune for 15s while partial ones like root go 100% -> 50% -> 25% -> immune). That way White Mage gets to keep their "big thing" but also we can have meaningful CC on other classes.
    Far better just to decouple WHM's stun from it's aoe damage. Give WHMs the choice of when to stun instead of forcing stun immunity just to do dps because that's not fair for anyone involved.
    (1)

  4. #34
    Player
    Carighan's Avatar
    Join Date
    Apr 2018
    Posts
    1,444
    Character
    Carighan Maconar
    World
    Zodiark
    Main Class
    Paladin Lv 100
    Quote Originally Posted by Alice_Rivers View Post
    Far better just to decouple WHM's stun from it's aoe damage. Give WHMs the choice of when to stun instead of forcing stun immunity just to do dps because that's not fair for anyone involved.
    This would change nothing for the issue at hand. WHM stun would still be superior and hence still be used in dungeons.
    (1)

  5. #35
    Player
    Alice_Rivers's Avatar
    Join Date
    Jul 2024
    Posts
    593
    Character
    Alice Rivers
    World
    Omega
    Main Class
    White Mage Lv 100
    That's not the problem though, the problem is that currently WHMs face a choice of: Force stun immunity or don't do aoe dps, decoupling these things fixes said problem so WHMs and tanks alike can stun things in a productive manner.
    (1)

  6. #36
    Player
    Shurrikhan's Avatar
    Join Date
    Sep 2011
    Posts
    12,892
    Character
    Tani Shirai
    World
    Cactuar
    Main Class
    Monk Lv 100
    Quote Originally Posted by Carighan View Post
    This would change nothing for the issue at hand. WHM stun would still be superior and hence still be used in dungeons.
    ???

    The question was in whether to allow the stun to be turned off, allowing at least the final DR's worth to be saved for when it'll actually matter (e.g., for maximizing effective uptime / safety). Else, you'd be sabotaging yourself to bring a WHM to anything in which trash bears more threat than mere continuous damage (e.g., if dungeons ever actually offered challenge and interest through their mobs beyond turning each into CC-immune mini-bosses).

    All that being said... I still think Intervene should silence and pacify and both it / Head Graze and Low Blow / Leg Sweep should always at least interrupt physical casts (which should in turn be more frequent and more frequently worth shutting down).


    Quote Originally Posted by Carighan View Post
    Easily solved since we have CC immunity timers already, conceptually. Stun just needs to be a more aggressive one (either 100% -> 50% -> immune, or even better, split CCs into full and partial, full CCs like Stun go 100% -> immune for 15s while partial ones like root go 100% -> 50% -> 25% -> immune). That way White Mage gets to keep their "big thing" but also we can have meaningful CC on other classes.
    It doesn't need to degrade nearly that quickly. The only mitigation stuns provide are through the delays to auto-attacks or special attacks. Since stuns will quickly no longer last long enough to prevent a readied auto-attack from going off, they quickly lose mitigation value outside of interrupting casted and CD-gated special attacks.

    WHM doesn't provide 10s of 100% mitigation via Holy. At best, it its full spam towards DR towards about as much as 10-15s of a 20% slow, depending on how perfectly spaced its stuns are.

    In the larger scheme of things, that stun-spam is significant, yes, but far from broken.


    On that note, the game needs a way to see CC immunity/reductions. I would propose:

    * New debuff icon (not buff!), same basic shape/icon as the actual CC.
    * Blue or green background instead of red.
    * Duration is always 15s from last CC expiring.
    * For CC where the reduction increases in intensity, it has 1-3 stacks. For immediately-immune CCs like my stun idea above, it just has a single stack, no number at all.
    * Basically you can never have the red and the blue icon at the same time, and it keeps the location in the debuff row. On the red icon (the actual CC) dropping, it gets replaced with the corresponding blue icon, and if you re-apply the CC, it replaces the blue icon again before on dropping that one comes back with another stack.
    Even under the existing system, one could just use a steel-bordered copy of the stun/bind/silence/etc. icon as a (de)buff on the enemy and a stack counter for 1 through 5, as 4 is the greatest number of reductions any effect can take before immunity. (It's fundamentally 50% -> 25% -> 12.5% -> 6.25% -> 0%), with the product rounded down above 1s and doing nothing if reduced to less than a half-second -- though with some weird XIV shenanigans on Holy specifically.)
    (3)
    Last edited by Shurrikhan; 09-09-2025 at 05:47 AM.

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