that is the whole part of mnk. schs and smns had to readjust when there was mnk in other party, i suspect the people who wanted nerf was the ones who couldn't.
aetherflow is only 1min cd too, there is plently other buffs monk can take that has longer cd.
this also greatly buffs smn too.
This is the case because getting those casts off are very well worth the hit to potency (in relation to just how potent the casted spells are, espesically from a perspective of WHM and BLM). I agree it shouldn't be so easily interrupted, but it shouldn't be so loose to the point that a melee can stay on you and still not meet the threshold to interrupt (which is frequently the case, doubly so with the defense buff)
There's no other way to say this; if you want ranks to actually mean anything (such as seasonal rewards), there has to be some form of restrictions to the match making. Even if it comes at the cost of cutting down queue pops...keep in mind that if we're talking ranked games, I'm sure the players are playing to win to increase and maintain their rank, not for fun.. High ranked players should not be able to gain a good amount of ratings from defeating lower rank players to overshoot the higher ranked ones, etc etc.
The problem with this is that the tanks are frequently much too durable to be killed even at as high as a 50% damage reduction. This has always been the problem. Although this does address a little bit to how fragile how non-tanks can be when they are picking up medals.
Carnal chill does it job through a debuff, meaning it can be cleansed such, trade off is that it only affects a single target and those around it. It does it's job well enouigh that a well placed chill can mitigate the opposing teams burst, but at the same time it has a counter play of it being cleansed, though the specific one I want to bring up is BRD's warden's peaen. This has always been something that BRD had over MCH as an edge, and with the changes to carnal chill, it gives them another layer of counterplay over what MCH has (again, in relation to the nerf specific to MCH burst, while on it's own wouldn't be too big, it does make it a little bit undesirable to other ranged dps in consideration of other changes)
Most of the inherent problems in regards to WHM and BLM has broken through because of the interrupt changes. The sleep duration was (and probably still is at 12 seconds) still incredibly long. Even if you consider sleep resistance, it's 1 second in change. The inbalance is also in regards to what these jobs can do relative to their peers (BLM to SMN/MCH/BRD, and WHM to SCH/AST). The fact is, SCH and AST have very little, if any, forms of CC or self preserverence compared to WHM, especially when the latter has both a sleep and knockback+bind.
A bit high relative to who? BRD, SMN and BLM? (which honestly where it should be compared for the most part, because you can't take a melee over a MCH in feast). This drops their potential potency from 540 to 450, that's a 90 difference. Compared to BRD who has 660 through empyreal barrage (albeit it can't crit), sidewinder, misery's end and farshot versus reassembled cleaner shot, ricochet, heart breaker and gauss round. This is also not taking into consideration that MCH's damage outside of burst can be really poor even compared to BRD, on top of having relatively weak self-preservation skills compared to their peers. On top of that, some changes also indirectly nerf MCH (again, relative to other ranged) and give BRD more of a utility advantage, which is more expanded later.
One thing I need to bring up with fetter ward is that it makes it impossible for a MCH burst to go out for the duration that it's available (which can rule out bursting out the melee dps at the start of an engagement). Giving them fetter ward on the basis that it's dangerous for them to use adrenaline rush (which I really hope isn't their only line of reasoning) is incredibly short sighted for any balance change. Ninjas already have the benefit of being able to stealth to safely get first hits in (which honestly I think they need to make some more adjustments for it to be more influential in a PvP match, for the right reasons, more on that later).
There's also no mention of how ninjas can stealth with heavy medal. There is already a scarce amount of free-use AoE and stealth detection in PvP, which works to stealth's advantage. That being said though, the fact that a ninja can stealth while hoarding medals is a problem of it's own. Especially with how big the playing field is.
If you're going to do this with aetherflow, then why not MCH procs and ammo? It's more core to their burst than people would think when they need two different buffs to be able to do so (cleaner shot which allows them to use a 180 potency hit, and reassemble to guaranteed a crit). Though I'm on the side of keeping it the way it is (and in response, buff SCH so they're not as so contingent on aetherflow for healing effectiveness) because it just makes something like 1-ilm even more niche than it already is (do we have a problem with a skill that's oriented to PvP to be working in PvP?)
Last edited by RiceisNice; 04-08-2016 at 06:35 AM.
A monk was capable of entirely shutting down everything a Summoner had beside their basic dots with ONE SKILL... If you don't see that as overpowered then you have no clue what balance means. If the PvP in this game was built on a Rock < Paper < Scissors approach then maybe it would make sense but as it was MNKs were the only job in the game with a hard counter to another job. It was completely unfair on SMNs and SCHs.
I'm disappointed there will be no ranked premade rewards even though the demand for it was high. This pretty much ensures I will be just playing solo as it will be much harder to motivate people to play in teams.
The game can't really be in a roshambo format because of the enforced party composition.
But even then, it's not like SMN is entirely SoL on options on keeping a monk at pay for even a handful of seconds to get their burst off. Though this does go back to the somersault change on MNK (Which even to this day, I feel its completely unnecessary). If the cooldown was changed back to be 90/60, it wouldn't be as much of a problem as it is now. A lot of their changes seem incredibly short sighted to be honest.
Last edited by RiceisNice; 04-08-2016 at 12:28 AM.
____________________
Is that a true comp? Between the eyes on off GCD, while an empyreal barrage in on GCD. And Mech's have Rapid Fire which is close to empyreal barrage. Rapid Fire when paired with Reload and Gauss Round is also 660 potency... Or am I not understanding something?
All I know, a good Bard on the other team, does not scare me the way a good Mech does.
|
![]() |
![]() |
![]() |
|