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  1. #11
    Player
    BigPapaSmurf's Avatar
    Join Date
    Nov 2014
    Posts
    322
    Character
    Piper Bell
    World
    Coeurl
    Main Class
    Goldsmith Lv 50
    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.
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    Last edited by BigPapaSmurf; 01-30-2015 at 05:09 AM.