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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I honestly do not understand why they nerfed it so hard. It was a legitimate strategy and one tool casters could use to scatter people, sow a little discord. Most intelligent pre-mades already knew how to deal with it, so I'm assuming it was done to appease the casuals, yet again. One of the many 2.4 changes to Frontline that has made things simply ... not fun any more.
How to deal with it? Really? How do you deal with an AoE that, if real, will likely wipe you out? You can do TWO things: stand in it, or run out of it. Those are quite literally the only two options. Party-wide CDs won't much help against them, either. At least not before PLD's Tetsudo was party-wide.I honestly do not understand why they nerfed it so hard. It was a legitimate strategy and one tool casters could use to scatter people, sow a little discord. Most intelligent pre-mades already knew how to deal with it, so I'm assuming it was done to appease the casuals, yet again. One of the many 2.4 changes to Frontline that has made things simply ... not fun any more.
There was no way for any group, not even a premade, to properly "deal with it", unless by that you mean "take it in the face".
Don't make up your own logic to try to make this change into a premade ("hardcore") vs. casuals debate. Get off your high horse and, if you want to argue the change, find a real argument.
Last edited by Vandril; 11-21-2014 at 02:33 AM. Reason: Spelling and grammar, and reworded a point for clarity
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.
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.
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.![]()
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