The one thing that bothers me about this spell is that it should really be Collective Subconscious rather than Unconscious, based on the lore description.
The one thing that bothers me about this spell is that it should really be Collective Subconscious rather than Unconscious, based on the lore description.
Sacred Soil actually works exactly the same (as in, you'll sometimes keep the Damage Reduction buff for a couple seconds after it wears off), because the buffs are decided to be on/off based on server ticks, which is incredibly stupid.
yeah its sucks when you put up sacred soil/asylum/CU it may take second or two to get the effect, but its handy in the 1 out of 30 fights when the "nerf" kicks in. I guess they can't change the bubbles to add the effect immediately or they just don't do it for other reasons?
I have cleared those fights as a WHM/AST pair as well, and I've used CU at a number of different points, but what pisses me off is that the change was utterly unnecessary; the move wasn't particularly OP, given the limitation that you cannot do anything else at all while it's up and need to stand in the thick of things, and it in no way conferred any undue advantage to AST over WHM or SCH. Each one continues to bring unique strengths and weaknesses. Instead, all this does is diminish the utility of an already selective use spell, especially if what I've seen people report about heavy damage interrupting it too is the case! (I cannot confirm this myself, having not yet put that to the test)
Even if being interrupted before the bulk of the damage goes out is relatively rare, that doesn't mean it doesn't happen.
I don't know, buffs/debuffs ticking in 3s cycles seems to be pretty core to their programming so I can't see changing that being easy. FF14 is the only MMO that I know of which does that, too, and it makes it feel really imprecise at times.yeah its sucks when you put up sacred soil/asylum/CU it may take second or two to get the effect, but its handy in the 1 out of 30 fights when the "nerf" kicks in. I guess they can't change the bubbles to add the effect immediately or they just don't do it for other reasons?
Related, but off-topic, suggestion: Celestial Opposition should be changed to a 6s increased duration instead of 5s, to align with the 3s cycle.
Last edited by Kerrigen; 04-21-2016 at 08:44 PM.
Was this even a nerf to PvE? I can't think of any current content that pairs AoE spike damage and a stun to make this an issue. Nothing to complain about at all.
I have some Examples (not the best, but they exist):
- Bismark: (last Phase)
I used CU at the Tank ,witch take the 2 adds camp befor the stun comes. Because the hot (befor patch 3.07 the heal) and the "10% def" because I get stuned.
- Thordan: (last Phase)
Ther I used CU if I get stun in Spear of Fury. To reduced the dmg from the Spear and heal. Problem now is that the CU will be cancel and you lose the "10 % def." Buff.
I know that someone here is going to say thats not great Idea to use CU. Maybe its true, but I want only show sitation where you could use CU in the past. And so Moment exsists.
And we will see what happend in the future :/
I just think people are being a tad bit dramatic about the most obscure aspect of the ability is all.*snip*
Each one continues to bring unique strengths and weaknesses. Instead, all this does is diminish the utility of an already selective use spell, especially if what I've seen people report about heavy damage interrupting it too is the case! (I cannot confirm this myself, having not yet put that to the test)
Even if being interrupted before the bulk of the damage goes out is relatively rare, that doesn't mean it doesn't happen.
Oh and that person talking about heavy damage interrupting the Collective Unconsciousness was talking about pvp. But for the sake of thoroughness, I went and tested this out in the Odin trial and it looks like damage, even when it's high enough (talking 10k+ here) to certainly interrupt every other cast, will not interrupt CU. Of course, damage interrupting spells in pve was really rare to begin with, unless you were tanking something you weren't supposed to be that is. I can't really test it out right now, but I'm going to guess that those few oddball damage interrupting moves (t5 fireball and the lb thing in Levi HM/EX?) also won't interrupt CU.
Edit: tested the spumes in Levi HM (low damage, but always interrupts if it deals damage), CU still stays strong. I'm going to go ahead and say that only CC effects and the like are going to interrupt the move and it doesn't get budged by just damage even in the special cases like spume exploding.
Last edited by Mutemutt; 04-21-2016 at 11:25 PM.
Not that I know the first thing about programming, but I don't get why beneficial aoes have to wait for the server tick, but damaging aoes, like fire puddles dropped in A6s trigger the instant you step foot in them or teleport through them. I don't really get how the premise is any different
They should at least trait CU.Give it a 15 -20% chance of the bubble remaning even after a knock back, a stun or just having to move.
|
![]() |
![]() |
![]() |
|
Cookie Policy
This website uses cookies. If you do not wish us to set cookies on your device, please do not use the website. Please read the Square Enix cookies policy for more information. Your use of the website is also subject to the terms in the Square Enix website terms of use and privacy policy and by using the website you are accepting those terms. The Square Enix terms of use, privacy policy and cookies policy can also be found through links at the bottom of the page.