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  1. #1
    Player
    NessaWyvern's Avatar
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    Gridania
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    Nessa Goddessly
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    Ravana
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    Conjurer Lv 96
    I also think that PLDs should have a small nerf, because it isn't fun being a healer and being unable to heal for 10+ seconds, but that's just me.
    (0)

  2. #2
    Player Februs's Avatar
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    Februs Harrow
    World
    Diabolos
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    Paladin Lv 90
    Quote Originally Posted by NessaWyvern View Post
    I also think that PLDs should have a small nerf, because it isn't fun being a healer and being unable to heal for 10+ seconds, but that's just me.
    7 seconds, for the stun. 9 if they get a silence and knock back as well. The only time it could exceed that is if they have a Shield Swipe Proc'd (which is rare, due to the fact that casters don't proc blocks).

    That aside, I would agree with you if Pld's weren't already MASSIVELY nerfed by their own dps. As it is, that job is far too gimpy by it's very nature for SE to apply any nerfs to it in any content. I get that Pld's are annoying to play against, but pretty much the only thing that Pld's have going for them right now is their fluid stun lock rotation. If you took that away, there'd almost be no point to playing the job. War would be the only viable tank in PvP.
    (4)

  3. #3
    Player
    NessaWyvern's Avatar
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    Nessa Goddessly
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    Ravana
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    Conjurer Lv 96
    Quote Originally Posted by Februs View Post
    7 seconds, for the stun. 9 if they get a silence and knock back as well. The only time it could exceed that is if they have a Shield Swipe Proc'd (which is rare, due to the fact that casters don't proc blocks).

    That aside, I would agree with you if Pld's weren't already MASSIVELY nerfed by their own dps. As it is, that job is far too gimpy by it's very nature for SE to apply any nerfs to it in any content. I get that Pld's are annoying to play against, but pretty much the only thing that Pld's have going for them right now is their fluid stun lock rotation. If you took that away, there'd almost be no point to playing the job. War would be the only viable tank in PvP.
    Combined with Whm/blm, you can be locked down for so long ;-; I kept being matched with PLD+WHM/PLD+BLM/PLD+WHM+BLM over and over. Sleep. Sleep. Sleep. Stun. Stun. Stun. Silence. Knockback "Healer, heal!" ;-;
    (1)

  4. #4
    Player Februs's Avatar
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    Februs Harrow
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    Diabolos
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    Paladin Lv 90
    Quote Originally Posted by NessaWyvern View Post
    Combined with Whm/blm, you can be locked down for so long ;-; I kept being matched with PLD+WHM/PLD+BLM/PLD+WHM+BLM over and over. Sleep. Sleep. Sleep. Stun. Stun. Stun. Silence. Knockback "Healer, heal!" ;-;
    I feel your pain. I'm not gonna lie, there have been a few times where I've been slotted with a good Blm or Whm and I actually feel bad for the enemy healer. The thing is, that kind of coordination is rare and easy to screw up. If the whm or blm cast sleep before my maximum stun duration is over, then they wasted either their CC or mine (depending on if I caught it or not). Further, that lengthy duration is meant to compensate for Pld's abysmal Dps.

    A Pld cannot single burst a target in Feast. Unlike War, Pld has next to no burst potential. Unless the healer is asleep (and I mean the actual player, not their avi), any dmg a Pld can do is easily heal-able. So the only real threat that they pose on the battle field is in how much time they can buy the dps. Pld is designed for setting up the team with opportunities. Their stun rotation is, by far, the best tool they have for doing that. If you take away the Pld's ability to provide those opportunities, then they're practically dead in the water. Even with their increased party defense (which is also designed to allow the dps to fight harder and longer), the best they could hope to do is to delay the inevitable, because they do not have any other way of facilitating kills (which is the only way to actually win).
    (0)

  5. #5
    Player
    Exira's Avatar
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    May 2014
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    Melania Trump
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    Excalibur
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    Conjurer Lv 50
    Quote Originally Posted by Februs View Post
    7 seconds, for the stun. 9 if they get a silence and knock back as well. The only time it could exceed that is if they have a Shield Swipe Proc'd (which is rare, due to the fact that casters don't proc blocks).

    That aside, I would agree with you if Pld's weren't already MASSIVELY nerfed by their own dps. As it is, that job is far too gimpy by it's very nature for SE to apply any nerfs to it in any content. I get that Pld's are annoying to play against, but pretty much the only thing that Pld's have going for them right now is their fluid stun lock rotation. If you took that away, there'd almost be no point to playing the job. War would be the only viable tank in PvP.
    You know Pacification doesn't work on healers or casters, right? Unless you are talking about physical jobs.

    Also, PLD has far more than just Stun locking going for it.
    (3)

  6. #6
    Player Februs's Avatar
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    Paladin Lv 90
    Quote Originally Posted by Exira View Post
    You know Pacification doesn't work on healers or casters, right? Unless you are talking about physical jobs.

    Also, PLD has far more than just Stun locking going for it.
    I am well aware. I was referring to the odd time you have to shut down a physical burst. It can come in handy for wasting dps time on buffs like Berserk or Blood for Blood, etc. Though, again, the odds of shield swipe being proc'd is quite low, because melee Dps typically don't attack the tank and magic can't proc a block.

    And yes, Pld has a lot going for it, but the VAST majority of it's utility is in it's ability to exercise crowd control. That crowd control comes at the cost of a huge dip in dps. They do have better party defense, that's true, but Testudo, DV, and Cover are all on obnoxiously long CD timers. They can only be stretched so far, and they can be wasted if used at the wrong moments. They are also highly dependent on team coordination. By comparison, War's are far more self-sufficient and have consistently high Dps. They're far easier to use and are almost always an asset, regardless of the situation. There's a reason for why the vast majority of tanks in Feast play as War and not Pld.
    (0)
    Last edited by Februs; 06-06-2016 at 07:33 AM.

  7. #7
    Player
    Exira's Avatar
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    Melania Trump
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    Excalibur
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    Conjurer Lv 50
    Quote Originally Posted by Februs View Post
    snip
    PLD is not there for their DPS. You are correct that crowd controlling and defending their party is their job. In which case they do exceptionally well. On top of testudo/dv/stun lock/cover PLD also has Clemency/Flash. PLD can answer every burst, WAR's burst being by far the easiest to disrupt. Healers have their own cds as well for burst that line up pretty well with PLDs, considering DPS have to wait on cds too to burst. Timing the usage of utility as PLD is it what differientes the good ones from the bad ones. WAR is a lot easier to use mostly because they don't have the responsibilties of a PLD/DRK. They're a lot of WARs in solo queue because of its potential burst and ease of use. However, a good PLD can negate/peel WAR burst every time. In team queue (what honestly actually matters) PLD is preferred. PLD and WAR are fine, WAR is not better than PLD.
    (0)
    Last edited by Exira; 06-06-2016 at 08:53 AM.

  8. #8
    Player Februs's Avatar
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    Quote Originally Posted by Exira View Post
    Snip
    Firstly, I never once said that War is better than Pld, nor that War (or Pld) require adjustments (I am actually arguing for the opposite). All I said was that War was more self-sufficient, had consistently higher dps, was easier to use, and is universally an asset; whereas, Pld requires good party coordination to function properly ... All of which you've basically said in your own post, so I guess you agree with me ...

    Secondly, you have a few things wrong. Pld cannot answer every burst. That's flat out false, least of all when facing a Wars who can throw out Fell Cleaves roughly every 10 seconds (depending on personal Skill Speed). They can also use double Fell Cleaves every 60 seconds and triple Fell Cleaves roughly every 120 seconds. That's, potentially, 15 Fell Cleaves within their full burst period. Pld's, conversely, can rock a single Cover and DV every 120 seconds (for a duration of 12s or less, in the case of DV), and a Testudo every 150 seconds (20s duration). Even if they timed the perfectly, by some miracle, that defense can still be compromised by poor healing. Clemency can be used as a supplement, but it can only be used 3 times consecutively and takes a full 2 seconds to cast (during which time the burst may very well be over, since it is next to impossible to anticipate in advance unless you've got a stopwatch going). I'm not saying that they can't stretch that mitigation pretty far. They can, but there is no way in hell they can cover every burst that a War gets off, let alone an entire team's worth of bursts. After all, War is only ONE out of THREE potential targets who are bursting at any given time.

    Another thing to consider is that every move a Pld uses is a double edged sword. Using it one way costs it's utility somewhere else. Stun locking potentially costs them the use of Cover, as they cannot follow a covered target and maintain their stuns at the same time. Their own dps (and yes, Pld's do, in fact, do at least a little dps) also takes a dive. Clemency is a 100% reduction in both CC and dps, as Pld's can't even move while using it. 100% is a pretty substantial trade off in any circumstances unless the CC timer is on reset. Testudo/DV can be used to save a target's life and cover a burst or LB, but doing that restricts it's usage during an assault, compromising their own teams kill efficiency. I could go into detail on this, but the short and simple of it is a difference between trying to help your team score a kill by giving them time to sustain their assault versus trying to help keep your team alive. There's a time and a place for both usages. Depending on the circumstances, one of those things will help win the match. The other will only delay the inevitable. Given that, to actually win a match, your team has to score kills, it's clear where the priorities should be, unless your team is already ahead in points. That fact alone is what makes Pld so dependent on good healing, because every defensive move they use to cover for a healer's shortcomings is costing their Dps team up-time. There's also a matter of efficiency, as saving the usage of any of those moves means less usages overall during the course of the match. There's only one way Pld's can actively make up that time on their own, and that's by using their stun rotation.

    TL;DR: I could go on and on about this in more specific details, but in the end it really falls to party composition and coordination. The bottom line is that Pld's would be utterly crippled if they weren't able to work their stuns as fluidly as they can now; so, no. They absolutely, under no circumstances, should suffer a nerf just because healers find their stun rotation annoying. If SE ever did decide to nerf them, then they would most certainly have to buff Pld in some other area (likely dps) to compensate.
    (0)

  9. #9
    Player
    Exira's Avatar
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    Melania Trump
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    Excalibur
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    Conjurer Lv 50
    Quote Originally Posted by Februs View Post
    Firstly...
    WAR might as well be the only viable tank... I suppose I may have misinterpreted your past post.


    Quote Originally Posted by Februs View Post
    Secondly...
    A single Fell Cleave is not considered Burst, and double cleave outside of berserk is low level burst. Triple Fell Cleave isn't 3 back to back Fell Cleaves. Infuriate: 60s CD. Stun DR: 60s Blind DR: 60s. Other cds

    Use an internal stopwatch and single-target heals base cast time is 2s.

    15 Fell Cleaves within their full burst period.
    Please go in more depth.

    PLD can answer every burst
    I suppose I worded this incorrectly. PLD has the means to mitigate/disrupt/unsync/resist/heal/assist/negate/shutdown/re-direct majority opposing burst.

    Quote Originally Posted by Februs View Post
    Another...
    Their covered target can also follow/be nearby them instead. As a healer, I stay somewhat close to my PLD less they're in the enemy base. I'm also assuming the stun locking is going off on the opposing healer, correct?

    PLD's low damage is mainly just support damage, almost negligible unless assisting burst.

    Given that, to actually win a match, your team has to score kills
    This applies to both teams, so preventing the other team from killing is just as viable. Making unhealable burst, healable is invaluably good.

    We both agree that no further changes should be done to PLD/WAR. We just disagree on their strengths and applications, I suppose.
    (0)
    Last edited by Exira; 06-06-2016 at 06:47 PM.