Results 1 to 10 of 848

Dev. Posts

Hybrid View

  1. #1
    Player Februs's Avatar
    Join Date
    Jul 2015
    Location
    Ul'dah
    Posts
    1,927
    Character
    Februs Harrow
    World
    Diabolos
    Main Class
    Paladin Lv 90
    Quote Originally Posted by Recaldy View Post
    None of those will matter when stuns shadow you 100% of the fight. Half of those get interrupted by ANYTHING a melee can do to a healer so no. Only three of those help and 2 of 3 don't matter when I'm stunned right after starting the cast. All that and I'll get silenced by the bard cause when isn't there a lazy ranged class in pvp. That person won't be using it on a smn either.
    I think you're worrying too much.

    Healers have plenty of survive-ability in Wolves Den. Next to Tanks, a good healer is often the hardest target to kill. A lot of the time this leads to squishier targets (Smn's/Blm's/Nin's/Brds. etc) taking way more aggro than healers. Sprinting was not their sole advantage over melee classes either, especially considering stuns stop sprints anyway. Really, there won't be any difference between stunlocks in Feast and WD. A stun target still can't sprint, so nothing changed. Interruptions still work the same way too, so, again, nothing changed.

    The only thing that did change is that melee can freely sprint ... but so what? For Mnk's and Drg's this was already a non-issue, because they have gap closers in their skill kits. Further, in the event that they did have to use sprint, they had invigorate / enliven / Icarus wings to instantly restore their Tp back to full. It takes a bit of working with your hotbar, but a skilled PvP'er never worried about Sprinting. The only jobs this might actually make a difference to is War's and Pld's, because they have no gap closers in their skill kits.

    If anything, Healers will have been given a bit of relief in this game mode. The heavy medal debuff ensures that the healer will not be the easiest (or even most desirable) target to kill, so long as they avoid picking up medals, and it would appear that players can re-spawn (thought this is still not confirmed), meaning that Healers don't have to worry about rez'ing or dying. If they get focused down and ground into sandwich meat, they can just get back up. No problem. Further, the casual version of Feast has 2 healers (8v8), so there's someone to share the load with. People who are only used to healing in Frontlines might be a little shocked by this game mode because they can no longer hide behind the skirts of 24 other teammates, but I can't imagine a seasoned WD player having any trouble in Feast.
    (0)
    Last edited by Februs; 02-13-2016 at 07:17 PM.

  2. #2
    Player
    Kurogaea's Avatar
    Join Date
    Nov 2014
    Posts
    1,365
    Character
    Raifu Kurogaea
    World
    Gilgamesh
    Main Class
    Conjurer Lv 80
    Quote Originally Posted by Februs View Post
    I think you're worrying too much.

    Healers have plenty of survive-ability in Wolves Den. Next to Tanks, a good healer is often the hardest target to kill. A lot of the time this leads to squishier targets (Smn's/Blm's/Nin's/Brds. etc) taking way more aggro than healers. Sprinting was not their sole advantage over melee classes either, especially considering stuns stop sprints anyway. Really, there won't be any difference between stunlocks in Feast and WD. A stun target still can't sprint, so nothing changed. Interruptions still work the same way too, so, again, nothing changed.
    Not anymore. If they can sprint without using tp then healers are kinda boned. Whats the point of relying on your lack of tp usage other than sprinting when the dps can sprint like that too and melee you to oblivion. Healer survivability just dwindled.
    (4)

  3. #3
    Player Februs's Avatar
    Join Date
    Jul 2015
    Location
    Ul'dah
    Posts
    1,927
    Character
    Februs Harrow
    World
    Diabolos
    Main Class
    Paladin Lv 90
    Quote Originally Posted by Kurogaea View Post
    Not anymore. If they can sprint without using tp then healers are kinda boned. Whats the point of relying on your lack of tp usage other than sprinting when the dps can sprint like that too and melee you to oblivion. Healer survivability just dwindled.
    I have to disagree.

    For melee, the point of hitting sprint is to get close enough to use your gap closer (ie: spineshatter dive etc.) and stun lock the caster. They can do this now, regardless of Tp usage, because the range of those gap closers is already quite large. The only reason a caster has to use sprint is to stay out of that range. This requires careful positioning and situational awareness more than it does the use of sprint. Further, if the healer is using sprint early enough, the melee still won't be able to catch them because the duration timer is the exact same. It's not like melee's have a longer or faster sprint time.

    Another thing is that melee already could follow casters in full sprint without draining their Tp. Enliven + Invigorate or Icarus Wings = Sprint on CD. Casual PvP'ers probably don't set up their hot bars to take advantage of this, but Wolves Den players have been doing it since the beginning. A seasoned PvP'er never had any trouble chasing casters around the map while maintaining their attack. Sprint draining the Tp bar was just a formality. For those kinds of players, this is more of a QoL adjustment than it is a game changer, because it doesn't actually change anything. Not to mention the fact that casters have plenty of ways of keeping melee off of them (Binds and sleeps, for example). If the healer is letting the melee get close enough that they have to use sprint, then that's their own fault for not paying attention. All that has changed is that casters have to be more aware of their surrounding.
    (2)