Or Healing Spells; I was pondering last night how OP Clemency and Thrill of War, Medica etc. would be if they disrupt sleep like damaging attacks do. That would definitely add a new dynamic to tanks in general.You're right though. That is part of the CC. I definitely don't want to see it removed. I actually wouldn't necessarily want to see it reduced, either. My preferred solution would be balancing the tools provided by players to combat it (such as materia or items). Hell, I'd even take a change that allowed your auto attacks to hit a teammate so that you could wake them up, albeit at a dmg penalty.
I'll admit, I usually LOS the intital "pack sleeps" by skipping behind the wall, or even hopping behind the caster, so popping Thrill of War to wake the group and drop the pad HP for the offensive would be grand. Divine Veil's shield should protect parties from status effects imo, but that's another debate.
In my opinion, 15% is way too high as people can put on VIT accessories and create a very large buffer time for themselves. Either keep it at 15% and don't allow healer to put on VIT accessories, or drop it down to 10% and keep it as it is. 15% is just way too high for the "average" player. Plus, this 15% changes impacts each healer differently. It makes a good Noctural AST/SCH pretty much immortal, pretty much making the threshold closer to 25%...
Have you ever tried to kill a SCH by yourself as a WAR when they have a crit adlo on them? Borderline impossible for a good 10 seconds. Not even a fell cleave will get through it. But I suppose that's the point - to make it easier for the more average healers while the more comfortable healers breeze through most of their matches with it.
So the game is broken when a tank can't solo burst a buffed healer in under 10 seconds?Have you ever tried to kill a SCH by yourself as a WAR when they have a crit adlo on them? Borderline impossible for a good 10 seconds. Not even a fell cleave will get through it. But I suppose that's the point - to make it easier for the more average healers while the more comfortable healers breeze through most of their matches with it.
The skill requirement for DoW was raised to a point where they have to think with their oGCDs, rather than just mash the keyboard. At the same time the skill requirement for DoM was lowered to the point that you can actually do something without using a 60 second CD.
Nothing is more irritating than stunning a target when you go for the burst only to see your teammembers already made your target stun immune thus ruining whole burst setup >_>
PS: Give us our old Sprint back newone sucks a$$!!
Where did I say the game was broken? Great paraphrasing and cherry picking. You clearly didn't read my whole post so go ahead and do it. The main point is in the very first sentence. I'll break it down for you.
Average healer has around 10k hp. 15% = 1500 dmg to interrupt a spell. With a shield - anywhere between an extra 1000 - 3000 extradmg required. That's a potential (approx.) 4500 (crit adlo) dmg needed to interrupt the healer. A decent noct AST/sch will always have a shield on themselves for this reason.
By the way this is just to interrupt one spell, that usually has a GCD just upwards of 2 seconds. I haven't lost a single match as a SCH since this change as of yet.
Before the change that 4500 dmg needed was still 3000 before you could dream of a damage interrupt. If they dropped it down to 10%, that 4500 would still be 4000.Average healer has around 10k hp. 15% = 1500 dmg to interrupt a spell. With a shield - anywhere between an extra 1000 - 3000 extradmg required. That's a potential (approx.) 4500 (crit adlo) dmg needed to interrupt the healer. A decent noct AST/sch will always have a shield on themselves for this reason.
By the way this is just to interrupt one spell, that usually has a GCD just upwards of 2 seconds. I haven't lost a single match as a SCH since this change as of yet.
If you want to rape a mage, either use a CD or get a teammate to join you.
It's a bit of a line to walk. There isn't enough (reliable) interrupts to be clutch enough to kill a healer through their HPS, especially if they're hard casting through 1 dps (without shields mind you at the current hp threshold). If the counter play ultimately comes down to focusing the healer, then it's really not a good step away from the "kill the healer first" meta they wanted to step away from, and help you if they also have a BLM.
Just to clarify, a scholar spamming adlo is prune to running oom very quickly, and their healing output is incredibly without aetherflow. IMO, this is a far shot from being a big problem if it boils down to a war of attrition. Nocturnal astro shields also shouldn't work like that, at least you shouldn't be letting it work like that.Average healer has around 10k hp. 15% = 1500 dmg to interrupt a spell. With a shield - anywhere between an extra 1000 - 3000 extradmg required. That's a potential (approx.) 4500 (crit adlo) dmg needed to interrupt the healer. A decent noct AST/sch will always have a shield on themselves for this reason.
By the way this is just to interrupt one spell, that usually has a GCD just upwards of 2 seconds. I haven't lost a single match as a SCH since this change as of yet.
Last edited by RiceisNice; 03-28-2016 at 11:47 PM.
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