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  1. #1
    Player
    Guesswhat's Avatar
    Join Date
    Mar 2015
    Posts
    557
    Character
    Aira Comet
    World
    Odin
    Main Class
    Pugilist Lv 100
    Welp, I see a lot of peeps mentioning skill. That's true, skill is important, but that doesn't change the fact the "cc system" in the new PvP is terribly designed as-is (considering FL).

    It would help if the netcode/lag was better so that purify would work as intended, and not have a high chance of it making no sense from the user's perspective. SE should have known that designing purify like this would cause this problem, but it was still made like this. A "Fetter Ward" would work much better, and would make a night-day difference in cc protection.

    Playing smart and skillful is important, but having the potential to be endlessly bombarded with cc mechanics is poorly designed PvP. Probably works good in CrystalC; horrible in FL. SE was on to something pre-6.1 with the immediate immunities pr cc; Diminishing returns ftw.

    All this was made for CrystalC, yes, still the decision to almost completely ignore FL design-wise is really disappointing.
    (2)

  2. #2
    Player
    Intratec's Avatar
    Join Date
    Jul 2022
    Posts
    10
    Character
    Shashayi Shayi
    World
    Jenova
    Main Class
    Black Mage Lv 75
    I like the idea of keeping stuns and CC as they are. When you need 3+ to kill one stabby boy/girl with their -60% DR, you need an equalizer beyond being dragged under a sea of... well... every playable race. I still cringe when toying around as a melee in PvP both since I'm new to them, and don't mind being stunlocked/CC'd to oblivion as a result. I take it mostly as: "I should've done this instead of that. Or waited until such and such was available." As someone above stated, if they remove CC/stuns, or give diminishing returns, they'd better decrease that flat -60% DR bonus to help balance it.
    (3)