Ive killed healers through Attunement with Wildfire, or baited stunlock because they thought I was gonna burst, or duped gullible healers into focusing one DPS with Wildfire on them while I proceeded to burst another. Turrets were great, and I miss them. Plenty of times I placed a Bishop and fought inside its radius against an overzealous melee. Gonna run for the wall at low HP? Nope. Not with that turret there. Hide behind a pillar? Hi Turret-chan. Sacred Prism? Kneejerk dodge out of the Bishop aoe reaction. . . You'd be amazed how much it worked. Also as much as I loved BTE kills, it did have a long cooldown back then. And I scored plenty without it. The proof is all in the vids.
Thing is, consideration had gone into a lot of skills for PvP already back then, and we weren't dealing with gimped, watered down kits. BLMs might've had it rough, yes, but if they landed that Fire IV, you felt it, and if you weren't smart enough to either los them or crush them, that Fire Iv was a harsh lesson. CC was balanced in that it was shared. Make someone resistant and you possibly messed up your team's ability to coordinate a strong burst. Or peel for your healer. Or simply give yourself breathing room when needed.
What I personally feel is one of the bigger issues of this new system is, with this limited kit, you've got to work with what you've got, and if you don't have it, or if somehow it doesn't work, you literally have nothing after that. Flunge is great, right RDMs? Deorbit, ASTs? Sure, you didn't use everything in the PvE kit, but sometimes when your back is to the wall, you use what you got, and hey, maybe it worked? Saying that, consider that one job can literally cut its recasts for big important skills in half, 3 jobs have no CC whatsoever, 1 just about has it all, 1 can literally fuel its own resource on demand, and one is technically a pet job with no pet. And tanks aren't tanky. They just. . . aren't. How is that balanced?


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