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  1. #1
    Player
    Eibon's Avatar
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    Sep 2013
    Location
    Gridania
    Posts
    70
    Character
    Jin Okuma
    World
    Zalera
    Main Class
    Dark Knight Lv 60

    Spellcasting in PvP

    As an extremely seasoned PvP-player in other games, and in this game, I am struggling to come to terms with the mechanics of being auto-interrupted simply by taking damage as a spell caster. I've bit my tongue long enough and figured it is time for this to be addressed. This really isn't a poor me I play a class that has to cast spells and I'm complaining, but more of wanting to find out why it is this way, and why whomever develops PvP thinks this is a justifiable approach.

    A brief explanation of the current issue for those that don't know what I'm talking about and to kick this topic off; spell-casters have their spells interrupted simply by being attacked. However, we are given a pvp-ability (equanimity that is on a 4 minute cooldown initially, or specd to a 3 minute cooldown) that allows us to free-cast ignoring the interruption penalty from and only from taking damage. This buff does not make us immune to other forms of Crowd Control such as Silences, stuns, or disorients. As well as a cross-class spell - Surecast, having the same affect as Equanimity, on a 30 second cooldown allowing 1 spell to be cast. The problem with surecast is that the buff is consumed upon spell cast. Therefore if you cast a spell then get stunned that 30-second CD is gone. So basically the one ability we have, that is on such a long cool down, that only prevents being interrupted from one form of spell interruption is pretty much useless.

    Surely this is balanced though, right?

    This is extremely unbalanced actually, as other classes I.E) Melee, bards, tanks, have no way, from a spell casters stand-point, to have their damage interrupted. Sure, some classes have CC abilities but nothing that entirely and COMPLETELY negates damage out-put. There is clearly a balancing issue here. For example, literally all a bard has to do is auto attack a spell caster and they simply cannot cast anything that takes more than .8 seconds to cast (Esuna). Not to mention run circles around you while doing their full rotation, but that's another topic entirely.

    But spell-casters hit really hard!

    Okay sure, the spell-casters are hard hitting and shouldn't be able to free-cast. I absolutely agree with that as well. But there has to be a different route to take rather than being constantly interrupted to the point where you just stop trying to cast all together. The great thing is, is that there are other ways to do this and have it balanced.

    Okay, give us an example.

    Take for example World of Warcraft; a very popular MMO and held in high-regards as one of the best PvP games available for MMORPGs. The way the PvP combat in WoW works is that basically every class has a silencing ability that, if used on a target while they're casting a spell, locks them out of casting spells entirely for 5 seconds (+/-). This ability is also on a rather short cooldown (10-15 seconds). Being hit does not interrupt any spell casting. Period. Now there are silencing abilities even implemented in FFXIV-PvP that further facilitates the current unbalance happening. Not only are you interrupted by simply being hit but you can be completely locked out of casting spells entirely.

    My final thoughts.

    I am shocked that this hasn't garnered more attention or has been announced (to my knowledge) of being recognized as an imbalance. I've personally played a healer and a spell-caster in PvP and I can tell you first hand that if you have a melee on you you it takes an extreme amount of effort to pull away and be able to fully cast your spells. I've also played at the other side of the spectrum, the physical classes and I can say that the amount of effort required to play and deal damage with them takes vastly less effort. Sure FFXIV may not want to be known for it's PvP, and don't want to put resources into the game. But I can vouch for many people who are extremely dissatisfied with PvP in its current state. Not just because of this spell casting debacle either.

    There are many flaws with PvP in XIV currently, and its frustrating for everyone. I've had quite a few friends up and quit the game because they were so disappointed, and its sad to see them go because of it. I know XIV has potential in the PvP category and I want it to succeed. I tried to keep my thoughts and expressions in here simple and as unbiased as possible; a lot of you will disagree with me and a lot of you will agree with me, its the nature of the beast. In closing I do believe being interrupted simply by being hit has some added flavor to PvP, but its overall presence is far more negative than positive and there are much more acceptable and balanced ways of approaching this topic.

    Edit for Deelo:

    Surecast: Easily interruptable with a stun or silence and your 30 second cooldown is gone. This effect is consumed the moment you start your cast not after.

    Swift cast: a full 1 minute cool down for 1 spell, mainly for black mages instant cast flare - that is being nerfed in this coming patch.

    Blizzard 2: a 2 second cast that has an 8 second bind and easily breakable/interrupted/dodged.

    Walls: How am I supposed to cast thru a wall? Only valuable to healers.

    Range: Gaps are easily closed via Shoulder tackle, jumps. Maybe if casters had a gap opener it wouldnt be as big of a deal. Sure BLMs have Aetherial manip, but require some other person present to even use it.
    (14)
    Last edited by Eibon; 10-27-2014 at 12:40 PM.

  2. #2
    Player Deelo's Avatar
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    May 2011
    Posts
    165
    Character
    Dee Loe
    World
    Sargatanas
    Main Class
    Conjurer Lv 50
    Of course, no mention of Sure Cast, Swiftcast, Blizzard 2, using range/walls to your advantage, etc.

    L2P.
    (4)
    Last edited by Deelo; 10-27-2014 at 12:16 PM.

  3. #3
    Player
    Eibon's Avatar
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    Sep 2013
    Location
    Gridania
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    70
    Character
    Jin Okuma
    World
    Zalera
    Main Class
    Dark Knight Lv 60
    Sorry, let me edit those in. They're so insignificant I didn't find the value in mentioning them.

    Believe me if you want, I know how to PvP. Figures the first response I'd receive is a, "scrub newb Learn to play." high-horse paladin
    (11)
    Last edited by Eibon; 10-27-2014 at 12:29 PM.

  4. #4
    Player Deelo's Avatar
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    May 2011
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    165
    Character
    Dee Loe
    World
    Sargatanas
    Main Class
    Conjurer Lv 50
    Quote Originally Posted by Eibon View Post
    Sorry, let me edit those in. They're so insignificant I didn't find the value in mentioning them.

    Believe me if you want, I know how to PvP that doesn't involve chain stunning and silencing people off GCD.
    The greatest contradiction ever. By the way, I play WHM in pvp 99% of the time, not paladin. Don't let my avatar fool you.
    (2)
    Last edited by Deelo; 10-27-2014 at 12:32 PM.

  5. #5
    Player
    Eibon's Avatar
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    Sep 2013
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    Gridania
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    70
    Character
    Jin Okuma
    World
    Zalera
    Main Class
    Dark Knight Lv 60
    Quote Originally Posted by Deelo View Post
    The greatest contradiction ever. By the way, I play WHM in pvp 99% of the time, not paladin. Don't let my avatar fool you.
    I'm not sure that's the greatest contradiction ever, if it is you should read more. Its maybe more of a slight oversight in my OP. However, as I said their role in addressing this issue is quite miniscule and surecast was mentioned in the initial post. My point is spell casters shouldn't have to rely on cooldowns to be able to play their class. I.E) Deal damage or heal themselves/others.
    (3)
    Last edited by Eibon; 10-27-2014 at 12:41 PM.

  6. #6
    Player
    Eibon's Avatar
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    Sep 2013
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    Gridania
    Posts
    70
    Character
    Jin Okuma
    World
    Zalera
    Main Class
    Dark Knight Lv 60
    I was simply using WoW as an example. I know this game isn't WoW, or even in the playing field of it. This game is much slower in terms of whats going on. To reiterate, having to rely on cooldowns to effectively play your class is an imbalance. Plain and simple. You can sit in the back of a pack of people in frontlines, sure. Then a couple melee see you're dealing too much damage and you're snuffed out or running away with your tail tucked between your legs. Plain and simple. Meanwhile you have tanks, melee, and bards run around the field dealing damage uninterrupted. All the while, still being as susceptible to damage as spell casters, but completely UN INTERRUPTED unless CC'd. Spellcasting is unique in terms you have to STAY STILL and CAST to do damage. This is completely negated SIMPLY by having a melee auto attack you.
    (0)
    Last edited by Eibon; 10-27-2014 at 01:20 PM.

  7. #7
    Player
    Trypich's Avatar
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    Oct 2013
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    23
    Character
    Blank Slate
    World
    Coeurl
    Main Class
    Conjurer Lv 50
    Quote Originally Posted by Deelo View Post
    Of course, no mention of Sure Cast, Swiftcast, Blizzard 2, using range/walls to your advantage, etc.

    L2P.
    This is a really condescending reply and doesn't uphold the spirit of good discussion.

    OP has since edited to speak about these but to throw my 2 cents in: Surecast can be stunned or knock backed into uselessness, Blizzard 2 is hardly a realistic cast when under duress, and the obstacles on the battlefield aren't placed in a way where'd it be advantageous as a healer to use (if I dont have line of sight on my team, I can't heal. If I can't heal, I'm doing it wrong.)

    Range is important but a good healer is mobile to catch up with out of bounds allies. Moreover, any enemy at any time can quickly move in on you.

    I'd be interested to see an Equanimity buff, at the bare minimum.
    (10)

  8. #8
    Player Deelo's Avatar
    Join Date
    May 2011
    Posts
    165
    Character
    Dee Loe
    World
    Sargatanas
    Main Class
    Conjurer Lv 50
    Quote Originally Posted by Trypich View Post
    This is a really condescending reply and doesn't uphold the spirit of good discussion.
    You're right and I'm sorry. I just hate seeing these threads because it's probably how the first wave of nerfs came to fruition. A few bad players get loud and proud on the forums, devs listen, everyone pays the price.
    (1)

  9. #9
    Player
    Nutz's Avatar
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    Jan 2014
    Posts
    1,140
    Character
    Monkey Nutz
    World
    Behemoth
    Main Class
    Pugilist Lv 60
    I've found that it's balanced only in so far as casters can attack at range and as such lose themselves in a group. I can often get 2-3 spells off on a target that doesn't know exactly who is attacking him. Contrary to Deelo's suggestion though, walls are the bane of casters (at least BLM) in PvP. if you're being hit with fire just duck behind a wall and you're perfectly fine. Almost no way that the BLM will pursue you into close quarters because it's suicidal. I've often found that 'being made' as an attacker while playing BLM means you should cast sleep and attack someone else, retreat, or finish up quickly (swiftcast + flare, but that will no longer be much more powerful than fire I).

    I never really took much note of everything interrupting casters because I'm used to XI where, more or less, everything interrupted casters even in PvE. I guess to me it seemed normal.
    (0)

  10. #10
    Player Deelo's Avatar
    Join Date
    May 2011
    Posts
    165
    Character
    Dee Loe
    World
    Sargatanas
    Main Class
    Conjurer Lv 50
    I think spell casting is just fine as it is. I know several BLMs and SMNs that perform very well and they love it. I actually love playing SMN, but I'm usually WHM. This isn't WoW...you have to think and not just stand there face-rolling til HP goes to 0. Got a melee on you? Surecast > Blizz2, get a some distance, sleep it, rape it. Bard on you? Run behind the neareast wall/rock, Scathe and kite it to death. As you said, these methods don't always work because of CC immunity abilities...but casters have a big advantage because you can Swiftcast every minute, Surecast every 30 seconds while Fetter Ward can only be used every 2 minutes. Tempered Will has an even longer recast.
    (0)

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