Well I know most of you hate CC, but that is probably why.
You can't have random single target abilities in the rotation that do AoE damage. It's a nightmare to keep creatures asleep when you have AoE in ST spells.
Well I know most of you hate CC, but that is probably why.
You can't have random single target abilities in the rotation that do AoE damage. It's a nightmare to keep creatures asleep when you have AoE in ST spells.
Can't keep things asleep in content that matters anyway since players will AoE everything for DPS efficiency or it's flatout immune making said CC completely worthless outside of PvP and dungeons in between the levels of 1-50 and 50-60. 50/60 dungeons generally giving enemies immunity to basically any real status effect.
As a BLM it's rather rare for me to pop a sleep spell...except for bad groups in Dzemael Darkhold.
Whereas for a majority of content blind effects(cue DRK/PLD/SMN/SCH) when they work aren't negated when a bum is attacked and offer more mitigation then sleep would in the long run.
Just goes to show the only viable CC in PvE is just a bunch of stuns/silences. If BLM's were given something like Breakga for petrification(which would just be an AoE stun anyway kinda like Holy but no damage) maybe we would have some nice CC utilities but then people will cry how Class A has advantage over Class B in terms of utility. Which is why you'll see NPC THM/BLM fire Breakga/Drain at you and you get stuck with a Sleep that doesn't work and....Lethargy.
Freeze doesn't even apply deep freeze. Just a sissy bind...which also in content that matters doesn't work.
It's neither impossible nor unprecedented in other MMOs to conditionally nullify or ignore AoE components only against CCed targets.
Cleaves for tanks are unnecesary. All it would serve would be increased DPS in dungeons really, which is what Flash/Unleash/Overpower are for. Tanks already hold hate well enough on packs, and do decent damage (except PLD) on the groups.
Whether they were necessary or not was never the point though. Aesthetics and/or gameplay were. Would it be so bad, for instance, for Overpower to have situational single-target use, or be able to act as a finisher rather than a singularly spammed AoE? It's not necessary, but it might make a lot more sense in terms of animations, and feel a lot better in terms of gameplay. That's all this is.
I think Dragon's Dogma gave 2-handed warriors cleave on their attacks. I don't really see much of a problem with giving DRK and WAR cleaves on their auto attacks and letting PLD do a higher potency auto-reprisal cleave with the shield that activates upon a successful block but cannot proc more often than an auto attack. It'd be a nice way of boosting their AoE damage relative to the other tanks since Flash is underwhelming in dungeons compared to what DRK and WAR bring.
Lots of other games do lots of other things. FFXIV has it's fair share of CC-friendly mechanics. Like only the first tick of a DoT will break CC, etc... You can't just pretend it is common or easy to develop because it is in another MMO.
I'd rather them give PLD an AoE WS to use since WAR and DRK already have one. It could be War Drum and it wouldn't even need to be proc'd off of a Shield Proc. Just make it cost 120 TP, give it 140 potency, done.
But neither can you ignore that many things people take as "(code) limitations" are in fact intentional design. Skills without direct damage didn't use to break CC, period, meaning that a Monk could Touch of Death (originally 0 direct potency) a sleeped enemy between AAs, etc., etc.. That was an intentional change on SE's part. Animation times and effect delays have been reduced on numerous abilities. Different abilities trigger at different times into or different delays after animations complete.
Monk Coeurl skills now generate hits and resultant GL before the animation even finishes. We already have client-side oGCDs in the form of Mudra signs. There are numerous QoL complaints that we already have precedent solutions to.
This particular one isn't on that list, but I don't think it beyond the range of coding when you simply consider that every skill with a CC component already checks for CC (heavy not only removed by bind but also impossible to apply while a bind is active, for instance, nullifying a component based on prior/existent CC). It may already be that every skill runs that same check, in which case there is already precedent in-game.
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