Instead of 50% LB Loss which' too severe.
Simply lock use of LB for X seconds.
12 seconds seems sufficient.
Instead of 50% LB Loss which' too severe.
Simply lock use of LB for X seconds.
12 seconds seems sufficient.
Last edited by Toodles; 11-02-2014 at 12:37 AM.
Make it 15 seconds (and party-wide, if it isn't already) and you have my support. Still seems much, much, better than that half loss, but 6s is just trivial.
The casting and interrupting of the Mage LB is a CC in itself. Most players run out of a circle when they see it appear on the ground, running from their targets. Thats why its nerfed and half when interrupted, it can, and is, used a an AoE CC. Adding a cooldown will allow this CC use of the LB once again.
I run FL as a SMN and I used it as CC then interrupting its cast. I know I'm not the only mage that does it.
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Has it been confirmed this impacts external interrupts vs canceling yourself? The intention I believe is to prevent people from flashing the LB AOE circle and faking out the other team, so if a caster gets interrupted by an autoattack or a stun, the loss of an LB bar (which is of highly strategic value) at a key juncture can cost the entire allance first or second place in a match.
Oh and btw this is really beyond unfair- party with < 8 people at the start gets only a 1 bar LB vs. 2. The team is already at a disadvantage from having less players, especially if its a flag team, so they're not only short one or more players, their LB bar fills slower, and it only goes as far as one bar vs. the two that the full party we're up against has. HOW THE HELL IS THAT FAIR?!?! And what justification is there for it??? It's like being punished for being punished for being punished. One more downside of GC-locked queueing- if your GC is an underdog on your Server, you're a lot more likely to be in a short party that doesn't full vs a full party in the GC that has the most players. The more I think about it, the more it pisses me off.
I don't get the running out anyways. Most people agree it is unavoidable. That said, the cooldown would need to be longer at least 30+ seconds. It is one of the most powerful attacks in the game. I wish it would go off in every instance unstoppable except for when you are killed. That seems more justifiable. I don't think mage LB's should be stoppable just like melee ones aren't.
The only reason I agree with the OP is because people with melee or tank LB keep accidentally hitting the button on their bar and destroying the party's limit gauge (I know I've done it once or twice before and felt simply awful XD; )
It is actually avoidable. If you start running quick enough or happen to be right on the edge of the circle you can get out and avoid taking damage. When I am playing MRD i just stand there and take it, hoping it is just a level 1. I then use CDs and heal up and continue merking.![]()
Besides it being barely avoidable, it takes a moment to realize if it's an LB1 or an LB2. If you aren't already moving out it's usually too late. Thus why it prompts movement.
LB2 is completely avoidable. After binding people with tri-disaster people just pop purify and run away when they see the warning circle under their feet.. The .5 second increase in casting has really nuked my ability to wreck the enemy team. LB1 isn't really avoidable though, but most people just eat it and move on.
From the looks of it, yes, external interrupts cost you half the gauge just the same. Was in a game where our lb'er got hit by a knock back, lost our lb2, then went back to the node and hit it with lb1.Has it been confirmed this impacts external interrupts vs canceling yourself? The intention I believe is to prevent people from flashing the LB AOE circle and faking out the other team, so if a caster gets interrupted by an autoattack or a stun, the loss of an LB bar (which is of highly strategic value) at a key juncture can cost the entire allance first or second place in a match.
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