- Extend duration to 7 seconds (to adjust for server ticks)
- Remove requirements of removing a CC, flat resilience on use
- Add flat 90% damage reduction to first 2 seconds (to adjust for server latency catch)
- Extend duration to 7 seconds (to adjust for server ticks)
- Remove requirements of removing a CC, flat resilience on use
- Add flat 90% damage reduction to first 2 seconds (to adjust for server latency catch)
How about making resilience actually function at all in the first place.
Maybe not damage reduction but I agree it should be first and foremost resilient then second removes status effects. I would actually change it to 10 seconds but 7 seconds would still be good because yes currently server tics and even if you do it perfect it doesn't work. This happens honestly with a lot of the 3s effects. Mnk's pressure point has the same issue.
It technically does. If you duel someone in wolves den and test it in a perfect scenario it does work. However we've all seen this not to be the case in matches. Not just "used it at same time so didn't work". I've had it a full two seconds after the cure doesn't work. Its because the server tic snapshots and decides you didn't have resilience up when you got CC'ed. Its just too short of a time with how the game is currently designed.
Last edited by silverdragontyr; 04-29-2022 at 03:26 AM.
The DR is much too much, but the rest 100% agreed. I have never missed Fetter Ward as much as I do these days. It feels awful to know the CC into burst train is coming and be functionally powerless to stop it without burning Guard.
I would downright make it 10 sec Resilience. And yeah, the conditional to give resilience is just gimping the effect, since the game takes a while to figure out if it removed anything to THEN give you the Resilience effect, which gives people ample time to just CC you back up or worse, for the CC to end before you cleanse it and ghosting Resilience altogether.
Additionally, I think we should be able to Guard from CC. So essentially have Guard also purify you while, on the same button press and the same server tick, getting you on Guard (You might want to shove a CC immunity of, like, 1s in there as well, even if you don't show the tooltip, to make sure you don't get CC inside of your guard.) Having to Purify to then go into Guard feels awful when they're both on 30s cooldown. You just know that if (Big IF there) you go to safety from that maneuver, you'll only be allowed to play Final Fantasy in 25 seconds, so you just have to run away until you get it back.
Last edited by ReiganCross; 04-29-2022 at 09:15 AM. Reason: typo
They could make it 20 seconds and it wouldn't matter since most of the time it never works.I would downright make it 10 sec Resilience. And yeah, the conditional to give resilience is just gimping the effect, since the game takes a while to figure out if it removed anything to THEN give you the Resilience effect, which gives people ample time to just CC you back up or worse, for the CC to end before you cleanse it and ghosting Resilience altogether.
Additionally, I think we should be able to Guard from CC. So essentially have Guard also purify you while, on the same button press and the same server tick, getting you on Guard (You might want to shove a CC immunity of, like, 1s in there as well, even if you don't show the tooltip, to make sure you don't get CC inside of your guard.) Having to Purify to then go into Guard feels awful when they're both on 30s cooldown. You just know that if (Big IF there) you go to safety from that maneuver, you'll only be allowed to play Final Fantasy in 25 seconds, so you just have to run away until you get it back.
That's why I mentioned that the conditional to give Resilience needs to be gone as well. I'm pretty sure the responsiveness would improve dramatically if the game didn't have to check if there was a debuff removed to begin with. It also could be used pre-emptively, like Fetter Ward. And for extra measure, Poly needs to be in there, there's no reason why Poly should be immune to both Purify AND Resilience.
I believe it would work if the game didn't have to check for the conditions for it to work.
Yeah the server ticks are whats holding back the current state of PvP, need to have pre buffs in place to counter it
I still think a 2 charge system would help. Players are getting screwed by server more than they're getting screwed by their own timing and unless they fix resilience there's no way around it without giving a "Second chance" to the ability. If I get stunned, pop purify, and get stunned again before resilience, I have ONE more chance to get out of it, of which is then my fault because if I don't wait to do the follow up and immediately do it I'm panicking and don't deserve to be rewarded.
Two charges means a higher skill ceiling for both defense and offense options. You can't just stun lock people to death and spam cc the second tehy use their first purify, and you as the defender have an option both in 1v1 and group encounters to keep from getting gimped by CC.
I don't mind dying to DPS, that makes sense, but silence > stun > Silence > stun > stun is so awful. If they only had a few skills to use cc with I'd understand but when WAR has aoe stun every 15s and WHM LB....exists it means that no matter how good you're doing or how you time your purify because the classes will be able to immediately stun you again. With Purfiy being 30s that means WAR has two chances to stun you in a single window.
War can Rend twice.
PLD can shield bash twice.
NIN can Raiju twice.
AST can heavy/bind twice.
MNK can six star twice.
SAM can stun then silence you.
BRD can Silence then Bind you.
This doesn't take into account multiple people vs 1 player, WHM LB, or other possible combinations.
That means that 7 classes already render purify basically meaningless, EVEN IF it worked properly right now.
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