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  1. #1
    Player
    Absurdity's Avatar
    Join Date
    Feb 2018
    Posts
    3,362
    Character
    Tiana Vestoria
    World
    Odin
    Main Class
    Warrior Lv 100
    Quote Originally Posted by Rosa_Frandlia View Post
    Did you forget Presence of Mind? Actually, making that as an aoe ability might be something they could look into as an upgrade to it. Also tanks and ranged dps have a slow in arm's length.
    I didn't list PoM because I said "certain" utility is clunky. Presence simply buffs your own spellspeed and just like AST cards (when they originally buffed more than your damage) it works completely fine.

    The clunky utility is mostly related to player movement or altering enemy behaviour. You can best see this in pvp where some abilities are actually frustrating to use because most of the time they have such a huge delay that they don't actually prevent what they were supposed to prevent.

    Trying to rescue a low hp player out of a zerg? They'll probably die before it activates and you just end up pulling their corpse.
    Trying to use an instant heal on a critically low hp player? They're probably dead before the heal registers. This is less of an issue in pve because incoming damage is easily predictable there.
    Trying to stun or silence a healer while they're casting a big GCD heal? They'll probably get the heal off before your CC registers, even if you pressed it as soon as they started casting, so you just wasted your 2 second stun for nothing and they sit comfortably at full hp now while also being stun immune.
    (0)

  2. #2
    Player
    Dzian's Avatar
    Join Date
    Feb 2012
    Location
    Ul'dah
    Posts
    2,837
    Character
    Scarlett Dzian
    World
    Sargatanas
    Main Class
    Bard Lv 76
    Quote Originally Posted by Kabooa View Post
    CC got removed because people were sleep-gating mobs. That in turn evolved into the standard two pack gates we see now.
    Partly true but the person you quoted was also right. People were complaining about cc being too difficult in a ton of early content..

    coil for example, with having to silence high voltage in turn 1 to having to heavy / bind the golem thing in t7 and sleep /repose something somewhere (its been so long.)

    Some of the primal to If I recall. Having to bind or heavy certain moogles to keep them away from the king.

    Even LotA where you had to silence ancient quakes, heavy those slime thingies to stop them reaching the boss. And various other stuff that alot of the early content had.

    Sleeping trash in dungeons was just a tiny part of the reason.
    (1)
    Last edited by Dzian; 06-02-2021 at 05:44 AM.

  3. #3
    Player
    Ultimatecalibur's Avatar
    Join Date
    Jan 2014
    Posts
    2,737
    Character
    Kakita Ucalibur
    World
    Siren
    Main Class
    Paladin Lv 86
    Quote Originally Posted by Dzian View Post
    Partly true but the person you quoted was also right. People were complaining about cc being too difficult in a ton of early content..

    coil for example, with having to silence high voltage in turn 1 to having to heavy / bind the golem thing in t7 and sleep /repose something somewhere (its been so long.)
    T1 ADS was a case of needing at least 2 jobs with silences in party when only 3 jobs had usable silences at that time. Future fights were designed so that such a situation would not happen again.

    Some of the primal to If I recall. Having to bind or heavy certain moogles to keep them away from the king.
    You never needed to do that versus Moogle Mog. The Primal CC problem was that Shield Bash allowed you to pretty much stun lock Ifrit HM forcing them to alter the way status effect resistance worked.

    Even LotA where you had to silence ancient quakes, heavy those slime thingies to stop them reaching the boss. And various other stuff that alot of the early content had.
    Ancient Quake was only silencable during the WoD trash fight with Xande's Clone (pretty much party just healed through it because no one knew that i could be silenced). You are more likely thinking of the Succubus trash mobs in LotA who turn out to have a silencable Fire II cast than no one ever messed with because it was easier to just dodge.

    The Spells that could be silenced used to be a mystery and for the most part handled by dodging or healing until they updated the UI to identify interruptible Spells and gave all of the tanks Interject and the ranged dps Head Graze.

    Sleeping trash in dungeons was just a tiny part of the reason.
    Sleeping trash was pretty much counter productive from the start. The most use it had in active content was in Wanderer's Palace where you would delay the fist Tonberry Stalker from spawning by sleeping the NPCs fighting at the start.
    (1)

  4. #4
    Player
    GrimGale's Avatar
    Join Date
    Sep 2013
    Posts
    1,113
    Character
    Grim Gaelasch
    World
    Moogle
    Main Class
    Scholar Lv 100
    So essentially CC was removed because it allowed players to manipulate the scripted battle events allowing them to control the pace of the battle to the point they could "cheese" mechanics. Same with SCH shields. Critlo-deployment could allow a raid to survive certain mechanics, so in order for players to "respect" the content they need their tools to be just strong enough to just jump through the hoops.
    (2)

  5. #5
    Player
    P0W3RK1D's Avatar
    Join Date
    Aug 2019
    Posts
    118
    Character
    Composa Dos
    World
    Lamia
    Main Class
    Scholar Lv 90
    Quote Originally Posted by GrimGale View Post
    So essentially CC was removed because it allowed players to manipulate the scripted battle events allowing them to control the pace of the battle to the point they could "cheese" mechanics. Same with SCH shields. Critlo-deployment could allow a raid to survive certain mechanics, so in order for players to "respect" the content they need their tools to be just strong enough to just jump through the hoops.
    pretty sure thats just the fault of the level designers. Even classeic final fantasy games encounters and boss battles arent that scripted.
    (4)

  6. #6
    Player
    Dzian's Avatar
    Join Date
    Feb 2012
    Location
    Ul'dah
    Posts
    2,837
    Character
    Scarlett Dzian
    World
    Sargatanas
    Main Class
    Bard Lv 76
    Quote Originally Posted by Azbroolah View Post
    This is true to an extent, but only because the other cards were really just not very good most of the time. Balance and Spear (after it was changed to crit) were just straight-up better than the other choices. Spire was basically a dead draw (Royal Road/Minor Arcana fodder only), Ewer was only very situationally useful (making it also Royal Road/Minor Arcana fodder), Bole was not possible to intelligently play around (because if you need mitigation you need it on-demand, not RNG), and Arrow was actively bad for most classes other than BLM because it resulted in misaligned burst windows. AST players weren't Balance/Spear fishing because of "elitism" (whatever that means), but because it was the only choice that made sense 99% of the time.
    Ewer wasn't a bad card. It just didn't work on the jobs that could have used it..

    Had no affect on blackmages in astral stance for example. Or even darks if I recall. That's a card that could potentially have had a nice impact on a blm letting them squeeze out an extra fire 4 and getting some extra oomph with that extra mp. Something similar with drks. I cant remember what exactly all I remember is being told my ewers didn't work on dark knights when I tried.

    Bole had the same problem all defensive stuff has in that defence is a joke everything is deliberately
    so incredibly forgiving that it makes defence useless.

    Spire could have been decent but again resource management was almost a non issue at that point with all the changes they'd made you literally never ran out of tp outside of aoe..
    (0)

  7. #7
    Player
    Beddict's Avatar
    Join Date
    Jun 2017
    Location
    Gridania
    Posts
    274
    Character
    Titania Chevalier
    World
    Siren
    Main Class
    Bard Lv 100
    Quote Originally Posted by Dzian View Post
    Ewer wasn't a bad card. It just didn't work on the jobs that could have used it..

    Had no affect on blackmages in astral stance for example. Or even darks if I recall. That's a card that could potentially have had a nice impact on a blm letting them squeeze out an extra fire 4 and getting some extra oomph with that extra mp. Something similar with drks. I cant remember what exactly all I remember is being told my ewers didn't work on dark knights when I tried.
    Yeah, didn't work on Dark Knight. The tooltip for Darkside was:

    Increases damage dealt by 20%. MP regeneration stops during battle and Refresh statuses granted by others have no effect.
    Ewer did nothing for them, sadly.
    (2)

  8. #8
    Player
    Dzian's Avatar
    Join Date
    Feb 2012
    Location
    Ul'dah
    Posts
    2,837
    Character
    Scarlett Dzian
    World
    Sargatanas
    Main Class
    Bard Lv 76
    Quote Originally Posted by Beddict View Post
    Yeah, didn't work on Dark Knight. The tooltip for Darkside was:



    Ewer did nothing for them, sadly.
    Yeah it would have been a great card if it did. But alas..
    (0)

  9. #9
    Player
    SieyaM's Avatar
    Join Date
    Nov 2017
    Posts
    1,198
    Character
    Sieya Mizuno
    World
    Gilgamesh
    Main Class
    Arcanist Lv 100
    I've said it a lot and I am sure people are sick of it but healers don't need a real DPS rotation what they need is to have support abilities rolled into their kit. That would make them more interesting to play and give them something to do with downtime between healing without turning them into more of a DPS job with heals just kind of added on to them. Support abilities are however incredibly hard to balance and can be difficult for players to optimize since they are an indirect way of contributing to the party. As it is though the only way to really enhance healer gameplay is to give them a whole DPS rotation and make them green DPS with healing abilities kind of sprinkled in their kit.
    (0)

  10. #10
    Player
    Acece's Avatar
    Join Date
    Jul 2019
    Posts
    241
    Character
    Acece Ace
    World
    Diabolos
    Main Class
    Samurai Lv 90
    For me personally I actually enjoy being a green dps, I just wish there was more. If do want to go down the support type role I would like Whm to stay the green dps healer so we can at least keep the playstyle around (with a more robust rotation).
    (1)

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