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  1. #1
    Player
    Renault's Avatar
    Join Date
    Jan 2014
    Posts
    332
    Character
    King Stefan
    World
    Balmung
    Main Class
    Conjurer Lv 60
    Quote Originally Posted by RiceisNice View Post
    Snip
    I can agree with your first point. I think invincibility should be removed when you perform an action, which I can confirm after testing that this is not it's current nature.

    The second however, I don't. A healer can die, res, then sprint out and reach the middle of the map with 3 seconds of invincibility still left on their timer. This allows them to heal/cc/etc. without any chance at counter play. You may say "it's not too big of an influence" but not being able to control an enemy healer for anywhere between 1-10 seconds is huge.

    That is why I am fine with it being 10 seconds in the spawn area, to prevent spawn camping, but it should absolutely be removed as soon as you hit the ground.
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  2. #2
    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 Renault View Post
    I can agree with your first point. I think invincibility should be removed when you perform an action, which I can confirm after testing that this is not it's current nature.

    The second however, I don't. A healer can die, res, then sprint out and reach the middle of the map with 3 seconds of invincibility still left on their timer. This allows them to heal/cc/etc. without any chance at counter play. You may say "it's not too big of an influence" but not being able to control an enemy healer for anywhere between 1-10 seconds is huge.
    That's sort of the thing, you're looking at one GCD or 2 oGCDs in that period of time if they're running back into the fight in middle. If it's longer than 3~ seconds, you're more closer to their side and that that point, you're taking the risks associated with over extending into their territory.

    Not to say that I haven't had moments where they would pull off a last minute oGCD heal on the tank as they were running back in, but you can't really counterplay against oGCDs in the first place unless they were in the range of your CCs (and for the most part, they aren't unless.) I agree that 10 seconds of a healer being invulnerable is huge, but 1~3 seconds isn't as much especially if it's related to oGCDs and close proximity to their side, if only because you can't attribute most of that happening because they were invulnerable.

    Thinking back on it though, making the invulnerability be removed on action really doesn't make it much of a spawn-camp deterrence. Top off with the layout (specifically the stairs), staying on the spawn point isn't necessarily the best option for even the respawning team due to LoS.
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    Last edited by RiceisNice; 04-21-2016 at 10:45 AM.
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  3. #3
    Player
    Renault's Avatar
    Join Date
    Jan 2014
    Posts
    332
    Character
    King Stefan
    World
    Balmung
    Main Class
    Conjurer Lv 60
    Quote Originally Posted by RiceisNice View Post
    Snip
    1 or 2 GCDs is nothing to be laughed at, it can more than easily save someones life or CC a key target to secure a clutch kill.

    Your second point I agree with, it would really defeat the purpose of it in the first place. Honestly, I think making it go away when you leave the spawning area would be best.
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  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 PotatoGirl View Post
    And most healers sprinting back are going to be using oGCDs or anything instant anyways to immediately top or try to top someone off. So unless the enemy is already on your bridge/side this isn't changing much. But I could have sworn it was supposed to cancel on action anyways. *shrug*
    Only the invincibility you'd gain from accepting a raise/ressureciton is removed upon any action. Infact that particular invincibility has no buff associated with it. It's an entirely seperate mechanic from a direct invulnerbility buff, and you'd have this in PvE (although it doesn't prevent deaths from boundary fires/allagan fields)
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