Results 1 to 6 of 6

Hybrid View

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

    Please Implement DR on Push Back

    Hello fellow people who care about PvP,

    I'd really like it if we could have a diminishing return on push back effects. At the moment, when playing against MCH, WHM, and DRK for example - I can be chain pushed and pulled around for a good solid 5-10seconds. In this time, I feel like a pinball in a pinball machine. If you agree, voice it out so Square Enix will give this issue some attention.

    I believe if Slow, Stun, Silence, and other CC effects can receive this DR, there is no reason why push/pull mechanics can not be treated the same.
    (12)

  2. #2
    Player Magic-Mal's Avatar
    Join Date
    Jun 2016
    Location
    Gridania
    Posts
    1,589
    Character
    Malina Loma
    World
    Gilgamesh
    Main Class
    Bard Lv 90
    But I like bullying you.
    (0)

  3. #3
    Player
    Wintersandman's Avatar
    Join Date
    May 2014
    Posts
    1,190
    Character
    Winter Sandman
    World
    Hyperion
    Main Class
    Paladin Lv 70
    Noooooooo I like playing Pong.
    (0)

  4. #4
    Player
    Etrius's Avatar
    Join Date
    Sep 2012
    Location
    Ishgard
    Posts
    90
    Character
    Etrius Ballard
    World
    Behemoth
    Main Class
    Dark Knight Lv 70
    It's annoying and noneffective because of the server delay, draw-in/push-back works 1 out of 5ish tries to stop a healer from casting (with cast time).

    If they manage to add at least Bind with it, then we could see DR being implemented.

    Quick edit:
    Maybe add the "Interrupted" status effect, that would work similar to Silence but that reduces the effectiveness of the next skill cast.
    (0)
    Last edited by Etrius; 12-13-2017 at 05:42 AM.

  5. #5
    Player
    Mirch's Avatar
    Join Date
    Jun 2014
    Location
    Gridania
    Posts
    810
    Character
    Mirchea Luslec
    World
    Odin
    Main Class
    Conjurer Lv 70
    Feast wise it is ok as it is so no need change it
    (0)

  6. #6
    Player
    Commander_Justitia's Avatar
    Join Date
    Aug 2013
    Posts
    1,101
    Character
    Ash Primordial
    World
    Phoenix
    Main Class
    Paladin Lv 90
    The gameplay option to remove knockback already exists in other content like PotD, the icons are known by players from o4s also.


    But question really is if we need those diminishing returns on knockback/pullin effects.
    You play as a tank and I can imagine melee aswell will encounter the problems, but they at least have a gap closer. As for me playing healer, I hate it more that the pull-in effects vary in strength, some take some seconds to stop your character moving (and you are able to cast again), some times the same skill pull in effect ends pretty fast and you don't waste much time in the process. So it is always different.
    A very long effect might be if you are getting pulled with holmgang, but there is an obstacle like a curved wall between you and the warrior, the system tries to pull you to the warrior in baby steps around the wall(which doesn't really work out but takes a lot of time).
    Compare it to the pve rescue skill for healers, which is superfast from start to end.

    I wouldn't really want holmgang to be affected by this resistance buff in the first place, the problem is I am not sure if they can differ between fluidaura/drk pull/mch knockback from it. As dragoons can already elusive jump it, while the jump is only supposed to remove weight and bind...

    Unmend has 30s cooldown, fluid aura 20s, blank 10s. So that scenario where you get hit by 2 or 3 of these effects is rare by nature. You wont have the "increase resistance" trait as tank so you are looking at 7-8s debuff resist without it and for healers like 15s with it, which sounds a bit unnecessary.
    Other cc skills need that protection because the cc skills can be spammed, silence, stuns,binds they really are available again after 1gcd (stuns maybe 2). The knockback cant be spammed that much.

    I liked your approach though, as to see that your last suggestion(smn dots under cover) worked out already, it gives me hope.
    Well, as they don't want it to be overly complex adding more buff/debuff icons in the list to the existing cc effects would be a bit odd for them.
    (1)

Tags for this Thread