According to a lot of people in this thread, this is exactly how casters are supposed to act in PvP. If they actually avoid getting hit then they are considered weak and stupid.



its funny how so many people are still arguing about how comet isnt op at all considering the devs have already stated its not working how they intended lmao
Most people are laughing at melee and bard acting like they care about balance while dominating secure for months telling casters to L2P.
Multiple cometor is OP but the hypocrisy is funny.
Reading about melee and bard crying over the fact they can't tunnel vision casters in slaughter is the only reason i still read this thread
By most people he refers to himself and that other awesome black mage.Most people are laughing at melee and bard acting like they care about balance while dominating secure for months telling casters to L2P.
Multiple cometor is OP but the hypocrisy is funny.
Reading about melee and bard crying over the fact they can't tunnel vision casters in slaughter is the only reason i still read this thread

Someone proposed to make the Caster LB a Single target LB, I know it would fix a lot of problem, but I feel like caster won't do their work :/
Other than make its cast time a little longer I hope they wont balance his power, something like "The center of the AoE deal the maximum damage, more far the target is and less damage he will receive",
so you won't zerg an etire party and after even a weak hit you will be unbound/awake.
Melds won't work in Frontlines. Need Vitality on the items to start.Get crafted MND accessories, meld Vit onto them. Obviously....
Also point peeps are making is that you are calling out players who play Melee in slaughter with zero experience yourself of what they face (not talknig what experience you have in other games as that is irrelevant).
Melee is melee.



I can see them coming out with a new map/mode that has a higher ilvl, but Frontlines is easy-entry as far as getting people to PvP, and we need that. I know it would be disappointing that I'd have to gear up in Wolf's Den to even have a chance of attending the large Frontline Fights. But that's just a newbie speaking.
An additional mode, with another map and rule set and higher ilvl. Keep the Frontlines Roulette with better Wolf Mark/PvP Exp rewards to entice people to use it to catch up or get more wolf Marks

I play a DRG, so any corrections to this would be appreciated.
It seems that the main difference between slaughter and secure is the LB system. I don't believe there is any real difference in skills for the two. In 24 man secure. Most everyone is in the center anyway. Still a lot of sleeps and Fluid Auras. Only thing is, BLMs can't group up and spam cometeors in secure. It means melee have a chance of getting in closer to do real damage. With CDs, its not a cake walk though. BLMs can swiftcast-sleep-sprint. I also believe there is Night Wing (Instant cast AOE sleep). Using those would allow to put to sleep 1-several people to sleep before sprinting away.
Also, casters have Equanimity. It allows casting without interruption. I don't know if it works with LBs though.
As a DRG, yes I dominate in close range, but also suck in ranged. With two skills for sleep, I have to keep 2 skills on my hotbar to compensate for the flow of battle. When one uses sprint, I combine sprint-invigorate to chase without losing. I keep spineshatter for a stun to catch up to them as well. I have Fetter Ward and Purify. The first prevents harmful ailments like sleep from sticking to me. The other removes ailments once. However, casters can still hide behind their alliance team for casting and flee before the fight gets to them in secure. They just don't have cometeors to spam in there so they have to fight a different way.
In slaughter, Cometeor is definitely OP. I've padded up to the center right into a swarm of 5 incoming LBs. The cast timer seems shorter for Cometeor than it is for Raw Destruction, and it seems it builds up faster too. As a melee, I don't have the luxury of hiding behind a wall of tanks and other players to cast from safety. I'm right there in the heat of it all. It means I'm much more susceptible to Tank CCs, WHM binding FA, sleep spells. The two PVP skills I mentioned can't compensate for all that when cometeors are being shot off so frequently. With my LB, I pretty much have to get close. Unless the target is CC'd and stuck there, they can move and flee to interrupt the cast. I'm either stuck waiting for spineshatter, or running in and hoping I can get it off. With the cast timer longer than it is for cometeor, it becomes a hassle trying to use it. Not to mention that I can only hit 1 player while they can hit multiple.
At a distance, casters have the advantage. Attacking from range and ranged CC skills. If I get up close to you, expect a right pounding and lance through your chest. I will catch you once I get close. It's the nature of PVP
However, the only thing broken here is the Cometeor. The cast time is too short for sufficient reaction time, and the frequency is x.x.....everything else is a matter of coordination, using your pvp skills, and not sucking. The caster class itself does not need a nerf, just the individual LB for casters. It is expected since its the first time they are using such a system.
A few things...
Certain Balance Changes will need to accompany many/all of these changes, but they're the right changes for PVP overall IMO.
1) Cast-Interruption needs its own Diminishing Returns.
Say, after 3 spells are interrupted, a caster is immune from Cast-Interruption for 3 seconds (with a 15 second internal cooldown or something).
Playing a Caster just isn't fun when stray arrows keep pegging you. Equanimity & Surecast aren't good enough solutions. And yes, I know how to position properly, to kite melee opponents, & to time my interruption-immunity spells--it's still not that easy.
Ultimately, this change would promote game health & joy--a lot more people would hate PVP less if they didn't feel like they could never get a cast off.
2) Non-Tank Melee DPS need their PVP Gear defensive values increased across the board (Slaughter Mode ONLY).
I actually main MNK/NIN for PVP, I know the struggle. I know to play very opportunistically & weave in & out of combat appropriately. But its still a bit too harsh on us.
If just for Slaughter, this would work wonders.
This too would benefit game health & joy--a lot less people would rage that they can't do anything as a melee (or how they explain they basically just have to sit on the sidelines until they're dead).
3) Certain CC's need even harsher Diminishing Returns.
Looking at you Bind/Sleep. The idea here, and with all of them, is PLAYER FREEDOM. More action, less inaction.
4) the Heliodrome needs to break Sleep.
It currently doesn't which gives BLM comps a huge edge on the Heliodrome.
BONUS OPINION: Ninja needs their Mudra Cast-Timer increased (again, Slaughter Only). 5s before falling off is too harsh when there's so much chain-CC/sleep going about.
Last edited by BigPapaSmurf; 01-30-2015 at 05:09 AM.
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