


Having gotten to crystal on two characters now, I can assure you it does work like that. Perhaps not at the lower end. But chain CCing is very much a thing (and rather important to winning).


The problem is purify implementation, the idea that a skill grants you a buff if you cleanse is cool, but doesn't work with server ticks.
Purify should be like Guard, u use it, u are immune to CC and if u have any then remove it.

ofcourse not, if some people have their stuns ready and decide to use it on the same person it doesn't make it unbalanced it's a choice they might get wrecked because they did not decide to use it on someone else.
From the perspective of the one that is getting pummeled it might look like it's unbalanced but there are 4 other people around you just got unlucky.

Except this is a moot point because some classes like RDM/WAR/WHM LB/etc all have AOE cc that is on very short timers, while purify is on a 30s cooldown.
Resolution with a (AOE) silence/bind is 20 seconds.
SAMs stun is 20s.
NIN can literally follow up their 2s stun with a second stun.
Silent Nocturne can be used every 20s.
WAR literally can do two primal rends/stuns in the window for purify to come back up. That's hilariously stupid and not worth defending.
It's not a perspective thing, it's an unbalanced kit thing.
CAN you purify Silence or am I crazy? I feel like it's greyed out completely for Silence despite it saying it can cure silence.
The problem with that is we're right back to server pings being the issue because I'll slam guard only for it not to go off sometimes and then other times it will proc and then because I hit it a second time it cancels it so I get melted. Even if Purify worked like that you'd still have to contend with the server deciding to screw you and what seems like not a lot of lag time ends up being a lot with the burst potential in this mode.
Last edited by Tobias_Azuryon; 04-26-2022 at 01:22 AM.


Not really, I think Guard deactivation is by design, to allow you go out of the Guard the moment you cast something else, the problem is that there should be an exception, that is to cast Guard again.The problem with that is we're right back to server pings being the issue because I'll slam guard only for it not to go off sometimes and then other times it will proc and then because I hit it a second time it cancels it so I get melted. Even if Purify worked like that you'd still have to contend with the server deciding to screw you and what seems like not a lot of lag time ends up being a lot with the burst potential in this mode.
Probably not cheating in that case, it's just that the netcode is flaky all around, and it works both ways. Sometimes abilities that ought to land are ignored for equally BS reasons. Basically anything that involve a super well timed clutch play is unreliable.

To clarify on my previous post, I'm not even against CC being in the game, we just need it either to be more fair across the board and punishable or it just becomes zerg rush/spamming.
For this to be "fair" more classes need more CC because it makes no sense for some classes like SGE/GNB to have zero CC abilities while some can literally spam it on cooldown and hit one or more targets.
It's not even a "don't stack on the point" thing in the case of some like RDM who can literally shoot down the entire hallway and get everyone with zero punishment if there's even one other person in the area, and god help you if the have a WAR or WHM(or both) with them.
With the burst damage this mode has CC is just too imbalanced and it's weird to me that it's not reserved for kits who do less damage in general and/or need that CC more. On the opposite spectrum you have some classes who can basically chain you in CC even if you DO beat out the server ping for purify so there's no way around it. Even if everyone uses their cc at once, and someone purifies it, before Purify comes back up they are open/weak to being cc'd again.
You could say "well that's what strategy is for, after you burn purify you retreat til it comes back up" but this mode is too fast for that to work in most cases. If you leave you normally make yourself a target for the dps or ranged to chase you, if you stay you're going to get stun locked again, that's not going into how leaving means you now have to abandon the team and the point because some people can aoe cc everyone repeatedly. IT's just not a satisfying loop and it's not punishable enough imo.
If it was such that teams had to "Stagger" their CC in order to properly lock a person in place that'd be one thing, but I've played WAR matches where I can just spam Rend on cooldown and not get punished at all. The entire mode is just slam those buttons everytime they come up and the mode rewards you for it.
Last edited by Tobias_Azuryon; 04-26-2022 at 01:33 AM.
- Remove stun, silence, and imp effects on abilities for all jobs. Keep the gravity, bind, and pull effects on said jobs. Remove the Purify button and add the purify effects to Guard.
- Add back the ranged attacks that a majority of jobs lost. Removing purify keeps the button numbers the same.
- Make Dancer and Black Mage the crowd control jobs as both are pretty mediocre atm. Dancer's toolkit wants you to play ranged, but forces you to be in melee range often. Add crowd control debuffs to Dancer to make up for their lower damage and the need to build up their combos. Black Mage already plays like a support job. Only 2 jobs with crowd control makes it much more enjoyable to play the game instead of stun here, stun there, stun everywhere, unstunned? Guess what? Another one. See you in 15 seconds for another round of stun lock.
- Also remove the stupid effects on tanks that make them damage themselves on certain attacks. Make it drain mp instead if you have to.
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