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  1. #21
    Player
    Xylira's Avatar
    Join Date
    Feb 2021
    Posts
    204
    Character
    Xylira Mierqid
    World
    Mateus
    Main Class
    White Mage Lv 100
    Quote Originally Posted by Gserpent View Post
    10 sec of invuln isn't enough time to run up to a node from outside of attack range and capture it.

    If your team is letting them that close to the node *before* engaging them, you have a different problem you should focus on rectifying first, before complaining about some dumb cheese.
    Nice try attempting to move the goal posts to avoid the issue. In many cases you don't even need to pop your invuln before even getting to the node with how tanky paladin is. Even if you would have to pop invuln beforehand, you can still take a beating on the way to the node before going invuln and get about 4 seconds of invuln travel time to get to the node and start capping to abuse this nonsense because of how long the invuln is and how short the cap time is comparatively.

    It's very obviously unintended and unbalanced design, very likely because SE seems to have put in virtually no effort into trying to balance any of the pvp changes for Frontlines. It's honestly pretty laughable that anyone would actually attempt to defend this as being 'intended and balanced', unless of course they're trying to cover for their own abuse of it, or they're just trying to be contrarian.
    (9)
    Last edited by Xylira; 06-15-2022 at 11:24 AM.

  2. #22
    Player
    BluCross's Avatar
    Join Date
    Oct 2013
    Posts
    63
    Character
    Everill Lannis
    World
    Garuda
    Main Class
    Culinarian Lv 35
    This is "working as intended" according to a bug report on JP forums.
    https://forum.square-enix.com/ffxiv/threads/463109
    (0)

  3. #23
    Player
    ICountFrom0's Avatar
    Join Date
    Mar 2019
    Posts
    1,526
    Character
    Zedlizvez Mikasch
    World
    Hyperion
    Main Class
    Machinist Lv 100
    does this mean that 10 paladins covering eachother and then one using invuln could direct 10 people of damage to one invunrable person?
    (0)

  4. #24
    Player Knot_D's Avatar
    Join Date
    Aug 2021
    Posts
    1,266
    Character
    Jock Destroyer
    World
    Asura
    Main Class
    Culinarian Lv 80
    Quote Originally Posted by BluCross View Post
    This is "working as intended" according to a bug report on JP forums.
    https://forum.square-enix.com/ffxiv/threads/463109
    But it's "accepted bugs" on EN Forum
    https://forum.square-enix.com/ffxiv/...-making-claims

    (0)

  5. #25
    Player Gserpent's Avatar
    Join Date
    Mar 2021
    Posts
    800
    Character
    Grinning Serpent
    World
    Maduin
    Main Class
    Culinarian Lv 90
    Quote Originally Posted by Xylira View Post
    Nice try attempting to move the goal posts to avoid the issue. In many cases you don't even need to pop your invuln before even getting to the node with how tanky paladin is. Even if you would have to pop invuln beforehand, you can still take a beating on the way to the node before going invuln and get about 4 seconds of invuln travel time to get to the node and start capping to abuse this nonsense because of how long the invuln is and how short the cap time is comparatively.

    It's very obviously unintended and unbalanced design, very likely because SE seems to have put in virtually no effort into trying to balance any of the pvp changes for Frontlines. It's honestly pretty laughable that anyone would actually attempt to defend this as being 'intended and balanced', unless of course they're trying to cover for their own abuse of it, or they're just trying to be contrarian.
    That isn't moving the goalposts, it is directly responding to your claims. You may want to look up the precise definition of "moving the goalposts," because you misunderstand it.

    If your team is letting a PLD, or even a pair of PLD, just walk up to the node without CC chaining them, pushing them back, slowing them, or otherwise killing them... that's on you, dude. If you force them to pop invuln 40 yards out, they won't have enough invuln left to cap the point before you can stun them again.

    It is a problem, but not one nearly to the magnitude you portray it as. As with so many complaints here, there's a lot of PEBKAC stuff that needs to be addressed.
    (3)

  6. #26
    Player Ransu's Avatar
    Join Date
    May 2014
    Location
    Leaving my SAM in Kugane
    Posts
    2,948
    Character
    Raansu Omiyari
    World
    Gilgamesh
    Main Class
    Samurai Lv 100
    Quote Originally Posted by Mandudez View Post
    Found the person who exploits glitches and makes up excuses to justify it.
    Ignore Gserpent. He doesn't know how to play and thinks everything is perfectly balanced.

    Quote Originally Posted by AnnRam View Post
    Garbage design.

    DRK / PLD in pvp are pure cancer seriously, how you can give them 10 seconds of immunity? There is actually 0 counter play to it unlike before the rework where SMN could delete their barriers.
    There's a lot of stuff right now that has little to no counter play to them and its pretty annoying. Hopefully they make some heavy changes in 6.2
    (6)

  7. #27
    Player
    Divinemights's Avatar
    Join Date
    Jul 2016
    Posts
    2,056
    Character
    Altria Pendragons
    World
    Leviathan
    Main Class
    Ninja Lv 100
    Quote Originally Posted by AnnRam View Post
    Garbage design.

    DRK / PLD in pvp are pure cancer seriously, how you can give them 10 seconds of immunity? There is actually 0 counter play to it unlike before the rework where SMN could delete their barriers.
    These 2 jobs has no real damage.
    They are now the tank job.
    Unlike 5.0 where PLD is a mobile cannon that can easily kill any jobs, they are now just a damage absorb.
    (1)

  8. #28
    Player
    Xylira's Avatar
    Join Date
    Feb 2021
    Posts
    204
    Character
    Xylira Mierqid
    World
    Mateus
    Main Class
    White Mage Lv 100
    Quote Originally Posted by Gserpent View Post
    If your team is letting a PLD, or even a pair of PLD, just walk up to the node without CC chaining them, pushing them back, slowing them, or otherwise killing them... that's on you, dude. If you force them to pop invuln 40 yards out, they won't have enough invuln left to cap the point before you can stun them again.
    You're trying to defend this terrible design claiming that it can be stopped, I've never claimed that it can't be stopped, in fact I have stopped it before. The issue that I and many other players have with this 'tactic' is that it's far too easy to make an attempt to abuse guardian this way and have it pay off, compared to the amount of effort needed to counter it by opposing players. Yes, it's possible for a team to be hyper vigilant and keep watch for any paladins and immediately try to focus them down, or to break their guard with a limit break if you have the right class around with their limit break available. But that still doesn't mean that paladins don't still have an unreasonable advantage specifically in Onsal Hakkar with the way their abilities work.

    Or let me put it another way... playing in Onsal Hakkar matches against one or more paladins trying to abuse guardian to cap nodes isn't fun. Rather than focusing on the overall match and flow of battle, I feel like I have to hang back as a warrior or monk with my LB and CC up, scanning around for said paladins trying to abuse guardian, so I can attempt to disrupt them from stealing a cap out from under my team. It's irritating and boring gameplay having to specifically focus on countering guardian node capping.
    (9)

  9. #29
    Player Gserpent's Avatar
    Join Date
    Mar 2021
    Posts
    800
    Character
    Grinning Serpent
    World
    Maduin
    Main Class
    Culinarian Lv 90
    Quote Originally Posted by Xylira View Post
    You're trying to defend this terrible design claiming that it can be stopped, I've never claimed that it can't be stopped, in fact I have stopped it before. The issue that I and many other players have with this 'tactic' is that it's far too easy to make an attempt to abuse guardian this way and have it pay off, compared to the amount of effort needed to counter it by opposing players. Yes, it's possible for a team to be hyper vigilant and keep watch for any paladins and immediately try to focus them down, or to break their guard with a limit break if you have the right class around with their limit break available. But that still doesn't mean that paladins don't still have an unreasonable advantage specifically in Onsal Hakkar with the way their abilities work.

    Or let me put it another way... playing in Onsal Hakkar matches against one or more paladins trying to abuse guardian to cap nodes isn't fun. Rather than focusing on the overall match and flow of battle, I feel like I have to hang back as a warrior or monk with my LB and CC up, scanning around for said paladins trying to abuse guardian, so I can attempt to disrupt them from stealing a cap out from under my team. It's irritating and boring gameplay having to specifically focus on countering guardian node capping.
    Where am I defending it? What is it with you people and thinking in binary terms? I've literally said, multiple times, that it needs to be fixed and changed.

    But I'm not interested in pointless whining or caterwauling over things that *do* have solutions. They are not ideal solutions and they are not a replacement for SE getting off their asses and fixing the actual problem, but there *is* counter-play available to this tactic.

    You and the others like you need to learn to slow down and actually process what you're reading and responding to, *before* composing a response. If you can't or won't do that, then maybe a discussion board isn't the place for you.
    (2)

  10. #30
    Player
    Nanne's Avatar
    Join Date
    Nov 2018
    Posts
    446
    Character
    Piush Stumbleine
    World
    Shiva
    Main Class
    Gladiator Lv 90
    Quote Originally Posted by Xylira View Post
    It's very obviously unintended and unbalanced design
    It is literally the same interaction it had for years when Cover was in PvP before it got taken out
    (2)

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