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  1. #141
    Player
    Mendalas's Avatar
    Join Date
    Apr 2011
    Location
    Limsa Lominsa
    Posts
    198
    Character
    Mendalas Dragoonai
    World
    Balmung
    Main Class
    Astrologian Lv 100
    Quote Originally Posted by Niroken View Post
    There isn't enough people in PvP to divide the player base.
    Thank you Niroken. Exactly my thoughts. There isn't enough pvp'ers in FFXIV for it to be competitive. Crying about changes that attract more people is not great to see.
    (0)

  2. #142
    Player Iagainsti's Avatar
    Join Date
    Apr 2014
    Location
    Ultimecia's Castle
    Posts
    1,309
    Character
    Iagainsti Kilamanjiro
    World
    Zalera
    Main Class
    Marauder Lv 60
    Quote Originally Posted by Februs View Post
    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.
    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.

    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.
    (0)

  3. #143
    Player
    itsoni's Avatar
    Join Date
    Mar 2016
    Posts
    82
    Character
    Death Fury
    World
    Phoenix
    Main Class
    Warrior Lv 60
    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.
    (0)

  4. #144
    Player
    StouterTaru's Avatar
    Join Date
    Sep 2013
    Posts
    3,459
    Character
    Stouter Taru
    World
    Exodus
    Main Class
    Thaumaturge Lv 100
    Quote Originally Posted by itsoni View Post
    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?

    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.
    (3)

  5. #145
    Player
    Synestra's Avatar
    Join Date
    Oct 2013
    Posts
    1,071
    Character
    Nel Synestra
    World
    Moogle
    Main Class
    Gladiator Lv 70
    Quote Originally Posted by StouterTaru View Post
    The skill requirement for DoW was raised to a point where they have to think with their oGCDs, rather than just mash the keyboard.
    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$$!!
    (0)

  6. #146
    Player
    itsoni's Avatar
    Join Date
    Mar 2016
    Posts
    82
    Character
    Death Fury
    World
    Phoenix
    Main Class
    Warrior Lv 60
    Quote Originally Posted by StouterTaru View Post
    So the game is broken when a tank can't solo burst a buffed healer in under 10 seconds?
    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.
    (0)

  7. #147
    Player
    StouterTaru's Avatar
    Join Date
    Sep 2013
    Posts
    3,459
    Character
    Stouter Taru
    World
    Exodus
    Main Class
    Thaumaturge Lv 100
    Quote Originally Posted by itsoni View Post
    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.

    If you want to rape a mage, either use a CD or get a teammate to join you.
    (2)

  8. #148
    Player
    RiceisNice's Avatar
    Join Date
    Jul 2014
    Posts
    3,514
    Character
    Flo Fyloord
    World
    Famfrit
    Main Class
    Machinist Lv 80
    Quote Originally Posted by StouterTaru View Post
    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.

    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.

    Quote Originally Posted by itsoni View Post
    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.
    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.
    (0)
    Last edited by RiceisNice; 03-28-2016 at 11:47 PM.

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