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  1. #1
    Player
    Maddonious's Avatar
    Join Date
    Aug 2013
    Location
    Ul'Dah
    Posts
    228
    Character
    Maddonious Mastothous
    World
    Cactuar
    Main Class
    Thaumaturge Lv 90

    Idea - Change to CC breakage.

    So as we all know cc plays a huge role in pvp. It can stop their healers, it can save your healers, it can annoy those who are annoying you.

    As a blm cc is an integral part of my playstyle and allows my lack of dps, due to cast times and LoS/range, to be made up by my other team members with the benefit of security and safety for my team while lowering the enemies. I find in 8v8 it works wonderfully. The game does seem more balanced around that mode then 4v4 currently but as we all know 4v4 (solo) is SE flagship competitive (HA!) pvp mode for the upcoming season.

    The issue is with each new team you get paired with you have people who just don't want to play ball with the rest of us. They attack who they want, they don't care about how fast they are at burst, don't want to follow commands. Its just a mess.
    On the other hand one of the things with classes is that some rely on aoe/cone attacks to deal damage depending on rotation/burst.

    I am here to ask SE to change how CC breaks. Currently my cc is being broken in part by bad players but also by decent players who HAD to break it for an attack to help burst the target. I feel my contribution to the team is wasted after just ccing an enemy only to have them freed imminently because they were to close to their team since we're all grouped up.

    Allow cc to be immune to breakage for 2-3 secs after it is applied. Sleep will only be a tad more potent at only the very start, acting more like a mini stun, and our bind would allow people to be actually bound to the ground instead of just walking right out of it. With Bind they can still attack in the direction they are facing so not as storng as a stun/sleep.

    This would avoid accidental (altho good intention) aoe/cone moves from breaking the cc or give someone the opportunity to realize what I just did to them.

    Yes im a blm and I know how some people feel about our "15s sleeps" (you have purify to lower the next to 6s. Use it) but our dps is only offset by our cc capabilities in a lot of situations. With stronger cc we could keep the enemy locked with binds/sleeps in place to prevent them from running/kiting/healing and allow our other members to deal more damage to possibly kill them. Our own damage would not be more then a scathe cause by the time the cc immunity wears off we would only get off 1 hit before they most likely LoS again.

    Thoughts?
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    Last edited by Maddonious; 03-28-2016 at 06:16 PM.

  2. #2
    Player
    RiceisNice's Avatar
    Join Date
    Jul 2014
    Posts
    3,514
    Character
    Flo Fyloord
    World
    Famfrit
    Main Class
    Machinist Lv 80
    No, part of CCing (and PvPing in general) is the coordination aspect of it. It feels like a foreign thing in this game, because dungeons never encouraged it even on release (compared to other MMOs, and every job had some form of CC anyway so it was never a problem)

    If anything, some of the CCs (specifically WHM and BLM) are far too powerful in light of the interrupt changes. 2-3 seconds is not a "tad bit potent", because not even stuns on average last that long, on top of giving that much power ranged jobs in general is ridiculous (me being a MCH, so I actually have access to a low cooldown bind for this sort of change) and even WHM, not just BLM (Whom isnt slouching on dps either)
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  3. #3
    Player
    Maddonious's Avatar
    Join Date
    Aug 2013
    Location
    Ul'Dah
    Posts
    228
    Character
    Maddonious Mastothous
    World
    Cactuar
    Main Class
    Thaumaturge Lv 90
    You are aware how long DRs last right? Thats a huge factor and since 4v4 solo is the first on SEs (and maybe only) mode to receive rewards I find it only fair that ranged need a way to stop kiters/runners from breaking LoS constantly and making ranged classes with casting time worthless in a lot of fights. It would help the melee have a better chance at killing the enemy and such. Also you cant expect me to believe you really think people in solo 4v4 will coordinate? No one even talks in that mode anymore at the start with any plans so unless you toss them a discord link at the start im calling your BS on on actual coordination.
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    Last edited by Maddonious; 03-29-2016 at 02:17 AM.

  4. #4
    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 Maddonious View Post
    You are aware how long DRs last right? Thats a huge factor and since 4v4 solo is the first on SEs (and maybe only) mode to receive rewards I find it only fair that ranged need a way to stop kiters/runners from breaking LoS constantly and making ranged classes with casting time worthless in a lot of fights. It would help the melee have a better chance at killing the enemy and such. Also you cant expect me to believe you really think people in solo 4v4 will coordinate? No one even talks in that mode anymore at the start with any plans so unless you toss them a discord link at the start im calling your BS on on actual coordination.
    Yes, and I also hope youre aware of the burst cooldowns that most dps jobs typically have to have a potential to kill a team that has a WHM.

    And about your bolded part, that's entirely my point and perspective in PvP gameplay. I never said that their current match making and method of handing out rewards is a good one, infact I think it's utterly terrible if they plan to release that as their first seasonal rewards (only 1 top player and solo queues only). But that has nothing to do with my arguments. I'm not basing it off the fact that seasonal rewards are solo queues only, but the possible competitive nature of the game (that is, matched 4v4 and maybe even matched 8v8).

    No balance should ever be done at the lowest common denominator (solo queues with little to no coordination) because with your example, my MCH would be tremendously overpowered because bind is essentially a 2-3 second psuedo stun done at range, as well as giving WHM, BLM and BRD a ranged psuedo stun. It's bad enough with the cast changes because while it's made BLM and WHM "playable", it's also made good BLM and WHMs completely outrageous to fight against. And at the same time, it's overhauled the role of a MCH and BRD because they have almost no reason to drop WM/GB, not even for mobility reasons.
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    Last edited by RiceisNice; 03-29-2016 at 02:30 AM.
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