Giving Purify about 5 seconds immunity ON usage and about 10, yes 10 seconds after cleansing something would help a lot with CC.
It would make people try to ungabunga their way in with prepopped cleanse but that still makes them get donked anyways, just not cc spammed.
If people just spam CC regardless of immunity or not, they get punished.
If they wait for immunities to wear off, they do get rewared for waiting.
At least i would like that more because i see no way of how diminishing returns would work out.
If i die 0 times (which happens), will i be immune to cc until i die? Will it wear off? And when it does, after how much time will it wear off?
Doesn't this punish the losing team more because their diminishing returns refresh after dying so they're fully cc'able while the enemies might not be?
I'd rather give purify-use an immunity than... trying to wrap the balance about diminishing return.
Maybe reduce the cooldown a little bit too.
Morph should have the same tickrate as stuns, aka not be able to cancel lbs, yes.
And be cleansable, yes.
Anything not lb related not being cleansable is stupid.
And i'm SO much for everything being red vs. blue to clarify what is what and who uses what (biggest issue is drg lb COLOR after all)
Last edited by Cheremia; 05-09-2022 at 08:18 PM.
10 seconds of Cleanse is definitely too much, but yes, Purify has too many issues and in instances of someone binding you and then silencing you you'll notice that it even silences your Purify.Giving Purify about 5 seconds immunity ON usage and about 10, yes 10 seconds after cleansing something would help a lot with CC.
It would make people try to ungabunga their way in with prepopped cleanse but that still makes them get donked anyways, just not cc spammed.
If people just spam CC regardless of immunity or not, they get punished.
If they wait for immunities to wear off, they do get rewared for waiting.
At least i would like that more because i see no way of how diminishing returns would work out.
If i die 0 times (which happens), will i be immune to cc until i die? Will it wear off? And when it does, after how much time will it wear off?
Doesn't this punish the losing team more because their diminishing returns refresh after dying so they're fully cc'able while the enemies might not be?
I'd rather give purify-use an immunity than... trying to wrap the balance about diminishing return.
Maybe reduce the cooldown a little bit too.
Morph should have the same tickrate as stuns, aka not be able to cancel lbs, yes.
And be cleansable, yes.
Anything not lb related not being cleansable is stupid.
And i'm SO much for everything being red vs. blue to clarify what is what and who uses what (biggest issue is drg lb COLOR after all)
Yoshi P has started playing ranked and all we need is the PvP team to actually communicate with the player base.
They have a very fun new mode, but PVP is not like PVE, having a 'cycle' to adhere and not communicating with a living and breathing and ever adjusting competitive scene (people slowly realising monks can do nutty burst into an LB for kills. this is good and takes skill cap, more of this!), it just won't work. New PvP has potential, CC has potential, now, please, a two-way communication.
Edit:
Adjusted main thread, removed BLM and SMN, seems like people are happy with them.
Added specifics for DNC: Consensus is dancers want more range.
Added specifics for BRD: LB feels lacklustre still.
Last edited by Bureda; 05-10-2022 at 01:49 AM.
Mayhabs, but can be adjusted.
The best buff to purify is giving it an immunity on usage and make it a bit more when you actually purify something, would still solve many problems.
Lower cooldown too.
Totally agree. They have just ruined DNC in PVP because of their now-horrible range. Not to mention, their LB is next to useless (at least in FL).Dancer's range needs to be back up to 20y or 25y for their combo attack. 15y is a joke. You have to get closer than any of the other ranged jobs and your damage is still garbage.
Edit: The whole "10s respawn +1s per death" is a hot mess as well. It needs to be more like 5s +1s/death up to a max of 10s. As it is, it's way too much time sitting around doing nothing, while the other team gains a huge advantage.
idk if you've found your answer since this post, but in case you haven't: there's an interaction with guardian where the covered target can take damage while capturing and not have their capture interrupted. it's a free cap, unless dancer/reaper lb works on both the paladin and the person the paladin's covering.this isn't an issue ... probably ... but question, do we have some exploit in FL (Onsal Hakair) when one player can ignore dmg interrupt and capture point ???
or ppl get so bad that we can't interrupt one random third team player capturing a point when two other teams fight on it ???
This has probably already been pointed out but so far my issue with CC is just Guard itself, It's really obnoxiously boring to deal with and flat out ruins the flow of pvp as a whole. I feel that it's intended effect was to be used to flee from heavy conflict but it's pointless cause you are just going to get cc'd to oblivion to the point where even if you DID guard you are dead.
So people instead use Guard to waste as much time as possible, especially during overtime, people will zerg rush guard to prolong the game and It's just not fun to deal with when you clearly reach to the point that you are winning. I especially hate the fact that I have to use guard in such a way to prolong time to try to get a comeback or to buy time until the team respawns.
Guard should be something different entirely, something that does NOT ruin the flow of pvp, Maybe give classes more survivability skills, maybe make Guard more stationary and can activate regardless of cc, maybe have it so people can't move with guard, maybe don't freaking have it so people can use guard to hold a point during overtime. I don't care, just fix Guard, I hate it so damn much compared to literally everything else pvp offers.
Guard is just not good enough and too many jobs bypass guard, you'll have at least one job that ignores guard per game and people that have dots don't even need to worry about it. Making you standing still would go against the flow of PvP and a 'Ultimate Defence' has been tried and tested from Lineage 2 and korean mmo era to western mmos to japanese mmos and having something that stops you moving just doesn't feel good because you're dead either way and that means that if something just makes you an unmovable object you can pressure a locked point even more because you can't get knocked back or dislocated. A good way to stop prolonging a point is to go ahead of your team if you dot dots and laye them or cc them and make them use defensives before they even get there.This has probably already been pointed out but so far my issue with CC is just Guard itself, It's really obnoxiously boring to deal with and flat out ruins the flow of pvp as a whole. I feel that it's intended effect was to be used to flee from heavy conflict but it's pointless cause you are just going to get cc'd to oblivion to the point where even if you DID guard you are dead.
So people instead use Guard to waste as much time as possible, especially during overtime, people will zerg rush guard to prolong the game and It's just not fun to deal with when you clearly reach to the point that you are winning. I especially hate the fact that I have to use guard in such a way to prolong time to try to get a comeback or to buy time until the team respawns.
Guard should be something different entirely, something that does NOT ruin the flow of pvp, Maybe give classes more survivability skills, maybe make Guard more stationary and can activate regardless of cc, maybe have it so people can't move with guard, maybe don't freaking have it so people can use guard to hold a point during overtime. I don't care, just fix Guard, I hate it so damn much compared to literally everything else pvp offers.
guard + server tick = useless atm.
Last edited by Bureda; 05-11-2022 at 02:09 AM.
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