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  1. #1
    Player
    FrostyTV's Avatar
    Join Date
    Mar 2015
    Posts
    28
    Character
    Frosty Mogborn
    World
    Cactuar
    Main Class
    Paladin Lv 80

    Increase Diminishing Returns?

    Right now, I feel like being able to stun/silence combo as a PLD/DRK every 10-15 seconds is a little too strong. Maybe raising diminishing to 20-30 seconds might be fair? When coordinated play happens, bringing in sleeps as well, you can pretty much reduce a healer to 3 seconds of up time every 10 seconds.

    What's everyone's thoughts?
    (5)

  2. #2
    Player
    NOTHURPDURP's Avatar
    Join Date
    Jul 2017
    Posts
    6
    Character
    Nothurp Durp
    World
    Balmung
    Main Class
    White Mage Lv 70
    Please adjust this before Healers get CC'ed into an unplayable oblivion
    (3)

  3. #3
    Player
    Paragnie's Avatar
    Join Date
    Jun 2017
    Posts
    18
    Character
    Paragnie Nara
    World
    Cactuar
    Main Class
    Scholar Lv 70
    I personally think it's fine as it is. The CC durations are shorter, especially sleep. Purify is a shorter cooldown now, and you can use Purify on your teammates (I think you need to account for this if the enemy is also going to be coordinated). You can no longer chain stun like before, and all instant heals work while silenced and knockback/draw-in.
    (0)

  4. #4
    Player
    Koltik's Avatar
    Join Date
    Sep 2013
    Posts
    686
    Character
    Koltik Morrel
    World
    Leviathan
    Main Class
    Pugilist Lv 66
    The thing is that if you do this, then you significantly decrease a tank's ability to carry and be competitive on the solo ladder. Right now PLD is in a very solid spot and can definitely be competitive, but if you double or triple DR then they will be back where they've always been. Behind melee and healers.

    15s base, 20s with the trait might be a better place to put it. Any higher than 20s though and you're really pushing it. 15s DR vs people with the trait already significantly affects tanks compared to 10s. 30s seems extreme.
    (1)
    Last edited by Koltik; 07-05-2017 at 04:56 PM.

  5. #5
    Player
    Koltik's Avatar
    Join Date
    Sep 2013
    Posts
    686
    Character
    Koltik Morrel
    World
    Leviathan
    Main Class
    Pugilist Lv 66
    Quote Originally Posted by Paragnie View Post
    and you can use Purify on your teammates (I think you need to account for this if the enemy is also going to be coordinated).
    You actually can't. I know it says you can, but try it. It's self-only.
    (2)

  6. #6
    Player
    Paragnie's Avatar
    Join Date
    Jun 2017
    Posts
    18
    Character
    Paragnie Nara
    World
    Cactuar
    Main Class
    Scholar Lv 70
    Ah thank you it's good to know!
    (0)

  7. #7
    Player

    Join Date
    Jul 2011
    Posts
    644
    actualy its hard to know if it need to be adjusted or not.
    we can't get platinium/diamand game all the day to tell if the CC resist is good or CC is too overpowered.
    the balance between job is important you need the same carry power for every role and not only melee and healer like it was before.
    Its a other story but war is bad SE ;p
    (0)

  8. #8
    Player
    Volene's Avatar
    Join Date
    Jan 2017
    Location
    Gridania
    Posts
    33
    Character
    Volene Whiteheart
    World
    Mateus
    Main Class
    Scholar Lv 73
    As was said, right now it's hard to tell how it'll turn out in quality high-level games, but so far I would tend to agree. In a coordinated setting with the right comp, you could technically sleep 3s into stun 3s into silence 2s every 10 seconds, and then the healer gets 2s to act before Sleep DR falls off, that's insane. For now it hasn't been much of a problem because few players even use their CC (except Paladins in my experience, maybe because they're used to it, but I rarely see Bards silencing people, for example), but once people realize how potent it is, healers will basically be forced to spend all their resources to counter CC, like taking the increased DR trait, Purify and Concentrate as additional actions, and the decreased recast trait for those, and that's just to make sure they're not CC'd for literally the majority of the time in the game.
    (0)

  9. #9
    Player
    Shut's Avatar
    Join Date
    Oct 2015
    Posts
    98
    Character
    Kasu Kabe
    World
    Lich
    Main Class
    Ninja Lv 90
    There is also the problem of the drag/knockback abilities, especially from DRK. It is basically a full cc on it's own available every 10 secs without any DR. I haven't played feast much since Sb so i only have little idea of how it is. What do you think of it?
    (1)

  10. #10
    Player
    Hyrist's Avatar
    Join Date
    Oct 2011
    Location
    Next to a dead Snurble.
    Posts
    1,969
    Character
    Lin Celistine
    World
    Goblin
    Main Class
    Dragoon Lv 90
    Most of the CC is survivable so long as you know what's going on. There's also a trait to increase immunity time that I take on most of my stuff, which helps reduce chain CC. Tanks are something to keep distance from if you're a squishy, and laughable on something like a Tank.

    Dragoon's get a free get out of Jail card with elusive jump for those who play that. But for most, I recommend the increased immunity, which helps against the chain CC. But if someone is getting targeted by a coordinated team, it's coordination that that counters it. It's just not as fun when you're the target and nobody knows to save you.
    (0)

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