But... My change of Interject would stop that crab casting Flush. It'd also stop that miniboss casting Seductive Scream. Only, it'd be guaranteed that it'd work, because the crab wouldn't become immune to stun when the WHM in the party spams Holy (When you pull that crab alongside the next group of octopus and shark thing?) and that miniboss wouldn't end up becoming immune if you had a DRG/MNK in the party using their stun skills for DPS.
Similar thing would happen in PvP, where you could interrupt the healer casting spells (Also, due to the CD change I made, you could do it more frequently. If albeit, for shorter duration)
Again, why is STUN specifically necessary for these scenarios?
Just whining about how people are too stupid to interrupt these mechanics, when I'm literally making a change to improve the ability for the people who actually do notice these mechanics to interrupt them, does not influence my mind as to why removal of a stun is a "Bad idea"
Since, I am one of those people that does use the current Stun and Silence skills to deal with various skills, especially during mass pulls. Things like the big serpents at the start of Shisui that do the large AoE attack, I stun them out of it so I don't have to reposition enemies outside of persistent AoE's like Salted Earth/Shadow Flare.
The thing is, any form of interrupt would work against these skills. It's not a case of these skills being unaffected by anything but exclusively stuns. It's just a matter of, Silence doesn't work as they're not spells and there exists no other tool in Tanks kits other than Stun to prevent abilities. But I'm literally suggesting the implementation of a new tool to Tanks kits that will do the same thing, without needing to use 2 buttons in order to have access to an interrupt for Abilities and Spells.



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