Okay yea, the patch notes is wrong. They've abolished the dmg penalty completely when under WM/GB. Sorry haven't had a chance to play earlier. I just tested this myself.
Okay yea, the patch notes is wrong. They've abolished the dmg penalty completely when under WM/GB. Sorry haven't had a chance to play earlier. I just tested this myself.
I played a healer this morning and was able to heal, and move, and while it wasn't a cake walk, being able to get casts off felt great, and while I'll need to spend some more time in the system to get a better feel for it, so far I'm a fan.
The match I played also seemed more balanced, and a tank with 9 heavy metal stacks was hard to keep up...![]()
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Thank you for addressing this. People that have not yet healed in PvP situations often don't understand just how easily our spells can be interrupted by attacks of breaking line-of-sight, leading to post-game hostility from players who feel as if the healer(s) failed them. Even with Fending Accessories, I was finding that certain jobs could still interrupt me without too much trouble.
All the healers I've seen in PvP regularly switch to a DPS job because they grow tired of being harassed by other players after a loss.
WinterMaintenance is coming
I agree on that line of thinking. I just feel like the devs haven't sat back and actually looked at each of our PVP toolkits and seen what the jobs are capable of for themselves. If they had , they would have been able to have some sort of uniform balance a long time ago in the original den.
I feel like they're taking steps in somewhat the right direction, but at the same time they're not actually looking at the bigger picture while taking those steps. While Tri-D(bane)>Fester>Pflare>Dflare was extremely powerful, Tri-Bind was not anymore powerful than sleep. In fact it was less powerful. However Sleep was untouched and Tri-bind received a nerf. This shows to me they were extremely focused on SMN and allowing casters to do more without thinking of the kits of the other jobs.
I am happy with the casting change to an extent, iffy about the change to medal carriers, though I feel it is a good change, happy about the change to WM/GB for BRD/MCH, and laughing at the fact that a bind was nerfed while sleep remains the same, and disappointed that DRK will now be more or less dead weight for harassing healers on my team, and also amazed that they would push out a change to cast interruption that is buggy and half finished on release.
Also very disappointed that they have made no mention of their plan for seasonal rewards, premade seasonal rewards, or any data on terrible rating system.
Oh yes. 12 seconds is very high. 6 seconds is the bare minimum. The problem is that the duration (like sleep) is halved each time you use it again. A 3 second Tri-bind is hardly worth using at all. Before, I would use Tri-bind often while waiting for Stacks to return, keep the enemy under control, etc. Meanwhile, Sleep which is worse than bind remains as is. I'm not sure it's fair.They went from OP in every match to... balanced? I fail to see how that makes them useless. While their dots spread from bane may not kill its still added pressure on the healer. Also a 12 second CC in PvP is insanely long, no CC should persist longer than 6 seconds to keep action flowing. 6 seconds gives you enough time to get clear away from that target. Although I will say the potency nerfs are a bit high, it should've been reduced to 180 for painflare and 360 for deathflare instead of 150 and 300 respectively, IMO.
Last edited by Renoiria; 03-18-2016 at 03:10 AM.
Hmm, yeah I'm at a loss as to why SMN's bind duration got nerfed; it's not nearly as crippling as Sleep. At least when you're bound you can still potentially function, pending your job, or continue to heal and Esuna/Leeches/ED if you're a healer. Sleep offers no such luxuries. I don't see the correlation between a nerf to a bind spell whilst sleep spells are untouched, aside from the fact that the devs were so focused on toning down SMNs they didn't stop to think there's something worse in regards to crowd control.
I think the nerf in smn is getting really ridiculous. I don't understand tribind is nerf. It is the only thing I used to run away from melee. Smn has nothing to protect themselves no slow, no heavy, no sleep, no shield to protect them. We can't even catch eye on eye on ourselves.
The dots nerf are just way too much. Dragoon and mch also have big burst too why I didn't see them getting nerf. This is like SE penalty people for playing smn. Sleep is OP too. Nerf it.
buff to mch sorta makes them braindead lol
can run up, load procs with rapid fire and then blow someone up at 100% dmg at anywhere below 15m range. sort of braindead (even though i'm the one doing it)
It's not so much a buff when decent MCHs are already sweet spotting their damage where it matters (bursts) The change to interrupt is a bit of a detriment to BRD and MCH alike since they won't be able to interrupt casts by themselves, and their sustained output outside of bursts (and not using oGCDs like headgraze and blank) is extremely subpar compared to other options (except maybe SMN now, too). And the fact that they still have a damage penalty attacking beyond 15yd, range isn't even an advantage for us anymore.
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