They need to redo the entire thing from scratch. Which is sad because they just did that. They just did such an awful job that they have to do it again.
They need to redo the entire thing from scratch. Which is sad because they just did that. They just did such an awful job that they have to do it again.
Diminishing returns on similar CCs is about the least I could ask for at this point.
There's just too much of it flying around for Purify to matter much, and you never know which one is going to precede your swift death so it never feels safe to hold off on using it.
If they did this, all my issues with the RPR would go out the window.
Yes please I would like diminishing returns very much.
If they did this, all my issues with the RPR would go out the window.....Well maybe not all of them but a good chunk of'em.
They could remove one second out of most CC.
Alternatively they could also start by kneecapping miracle of nature something hardcore for starters.
just bring back HW pvp.
Edit: this is about FL soecifically:
Cut melee's damage reduction in half (and give ninja the same damage reduction as ranged jobs).
Let purify remove ALL CC, including RPR and DNC LB, and imp. Give it a 1 min CD to compensate, especially considering the change suggested directly below.
Let each new application of the same kind of CC within a 10 sec frame reduce the duration of future applications by 1-2 sec.
Remove all OHKO abilities and replace them with something interesting.
Remove all abilites that work through guard, possibly nerfing guard to compensate (maybe grant 50% instead of 90)
Imo this would let people avoid the classic "from 100% to 0% in less time than a GCD" moments, but it wouldn't be so bad that people still wouldn't die quickly from bad plays and overreaching.
And you wouldn't have to sit there as a tank/melee for 10 seconds staring at a character you're not allowed to play.
I'd like to see Purify and Guard be functional and reliable defensives that can give you breathing space regardless of circumstance. Not to the extent that you can just charge in without a care, use guard/purify and get away scot-free, but so that if you find yourself in a really tight spot once in a while, they give you a realistic chance to get out. Give them super long cooldowns if you have to. I feel like that might have been their original intent, but there are so many things that just invalidate them.
Getting DRK-pulled straight into two consecutive DNC LBs gives you literally zero chances for counter play. Good on them for coordinating it I guess, but taking away every ounce of agency like that feels like getting jumped by a rogue in classic WoW, where you just have to consign yourself to watching your character spending 20 sec being unplayable before dying.
Last edited by Kansene; 02-06-2023 at 10:50 PM.
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