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Thread: remove stuns

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  1. #1
    Player
    Elfidan's Avatar
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    Elfidan Gadfor
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    Ultros
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    Reaper Lv 100
    Quote Originally Posted by Dzian View Post
    Gonna say no. If the opposing team is coordinated well enough to stun lock you or something such that coordination should be rewarded..

    If I recall there are ways to counter stuns /cc and even gain immunity from them. So that can help.
    It's a problem of how certain ones play with each other and not every match up has the same amount of cc since it's just random matching. For instance if you get Miracle'd then stunned in a certain spacing purify does not appear as available during the stun despite the miracle having ended. Getting hit with 5 typed of CC back to back when your team has 2-3 also feels really bad. Fetter ward use to take care of these issues and should see a return.
    (9)
    Quote Originally Posted by Commander_Justitia View Post
    Buff Blackmage
    Quote Originally Posted by Nikoto View Post
    If there was a downvote button I'd be pressing it.

  2. #2
    Player
    Quuoooote's Avatar
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    Myla Quille
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    Balmung
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    Astrologian Lv 100
    Quote Originally Posted by Elfidan View Post
    Fetter ward use to take care of these issues and should see a return.
    I'd really love to see the old Fetter Ward effect somewhat folded into Purify, personally. For two major reasons:

    One, it'd add some depth to the button in that you can preemptively Purify in order to guarantee your combo at the expense of not having it available as a defensive option. It's a small thing but it would bump up the individual skill ceiling just a touch, which is always a welcome sort of change to me. And if five seconds of on-demand CC immunity is too potent, it could be reworked into something like 3s baseline immunity that is buffed to 5s when used to cleanse a debuff.

    Two, the amount of times I've managed to press Purify 0.01 seconds after the server has registered a debuff falling off (and thus been punished with zero immunity against the subsequent lethal chain CC) is a little painful. Partially a skill issue, absolutely, but also largely a netcode issue that could be alleviated somewhat with a slightly more generous Fetter Ward effect. Using the same "3s baseline, 5s when cleansing" approach would also discourage mistiming a Purify and keep some element of skill issue punishment intact, if you're really into that.
    (2)

  3. #3
    Player
    Valence's Avatar
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    Sunie Dakwhil
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    Twintania
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    Machinist Lv 100
    MoM is an aberration that cannot be used as an example of why every CC should be nerfed.

    We could get some nerfs on cc, namely duration, recast, stronger purify, or other things, but i'm strongly against anything that is about cc resistances or diminishing returns that would have to be tracked painfully on each target bar, which isn't realistic at all.

    Purify cleansing something is already doing what Fetter Ward did. If you're out of Purify, then you're out of Fetter Ward, simple as that. Maybe you should not engage that mindlessly when it's not back up. Maybe Purify could be turned into Fetter Ward instead. Maybe Purify could have a shorter cd, idk. My real problem with Purify right now is how long it takes to spamm the button, cleanse something, then start saving your skin. I see some players that get an instant cleanse happen at top ranking somehow, and I have no idea how that happens, literally none. Maybe I have something wrong on my setup, I don't know, but it takes time.
    (3)

  4. #4
    Player
    Valence's Avatar
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    But then what tactical depth is left?
    (2)

  5. #5
    Player
    Reinhardt_Azureheim's Avatar
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    Reinhardt Azureheim
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    Alpha
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    Dark Knight Lv 100
    ...why.

    Ok rant warning - do any of you even understand that when something actually is REMOVED rather than adjusted it has an infinitely harder time to come back if the change turns out negative? I'm so tired of these garbage opinions asking for removal, especially if it is as shortsighted and context-free as from OP. Like for f***'s sake, it took us forever to get certain skills like Bulwark back for PvE, imagine PvP. THINK before writing.

    You want CC adjustments, ask for:
    - All Jobs Action: Fetter Ward aka Resilience but pre-emptive
    - CC type resist after suffering it once or twice, especially in FL, especially knockback/drawin
    (2)

  6. #6
    Player
    Valence's Avatar
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    Sunie Dakwhil
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    Twintania
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    I've always been not extremely hot for the return of Fetter Ward for multiple reasons, but on the other hand it also solves some problems.

    + It removes the insufferable delay it takes to press purify: take the average human reaction time which is approx 1s, then add the time to press the button, then add whatever latency the player has, which sometimes means at least half of the cc duration has already happened in the meantime, which makes it a relatively bad design on its own. I also see high end players getting insta cleansed and I find it very sus. Overall, it gets rid of this, which I like.
    - It adds more to the "stay glued to enemy party list 110% of the time" if you have to constantly browse their icons to see if they have the Fetter Ward buff. I'll admit that current Purify also produces this problem, but to a lesser extent.
    - It removes player skill, as much as counter intuitive as this may sound, it's a lot easier to just rely on your window of invulnerability that you pop beforehand, do your burst and things during it, and then zoom out. If you tell me that it can just stay a 5s immunity like current Purify, then people are going to cry all the same that it's not enough, especially when use preemptively (you already lose half the time before you actually start getting into the fray and doing your thing). Current Purify has a higher skill level because it's completely rng, you never know exactly if you're going to get CCed and when.
    - I actually suspect people are going to mald even more about Fetter Ward (unless you get it on top of Purify, which is another can of worms), for the simple reason that if you get CCed before you can even use it, you're doomed ala Miracle of Nature.
    (1)

  7. #7
    Player
    Reinhardt_Azureheim's Avatar
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    Reinhardt Azureheim
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    Alpha
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    Dark Knight Lv 100
    Quote Originally Posted by Valence View Post
    I've always been not extremely hot for the return of Fetter Ward for multiple reasons, but on the other hand it also solves some problems.

    + It removes the insufferable delay it takes to press purify: take the average human reaction time which is approx 1s, then add the time to press the button, then add whatever latency the player has, which sometimes means at least half of the cc duration has already happened in the meantime, which makes it a relatively bad design on its own. I also see high end players getting insta cleansed and I find it very sus. Overall, it gets rid of this, which I like.
    - It adds more to the "stay glued to enemy party list 110% of the time" if you have to constantly browse their icons to see if they have the Fetter Ward buff. I'll admit that current Purify also produces this problem, but to a lesser extent.
    - It removes player skill, as much as counter intuitive as this may sound, it's a lot easier to just rely on your window of invulnerability that you pop beforehand, do your burst and things during it, and then zoom out. If you tell me that it can just stay a 5s immunity like current Purify, then people are going to cry all the same that it's not enough, especially when use preemptively (you already lose half the time before you actually start getting into the fray and doing your thing). Current Purify has a higher skill level because it's completely rng, you never know exactly if you're going to get CCed and when.
    - I actually suspect people are going to mald even more about Fetter Ward (unless you get it on top of Purify, which is another can of worms), for the simple reason that if you get CCed before you can even use it, you're doomed ala Miracle of Nature.
    Fair points of criticism. Ill admit, just a plain addition with no changes to the rest of all abilities would cause a lot of problems. If anything Id prefer seeing it in an update that would expand job kits further back to 16 buttons total (excluding sprint) like they did with 5.1 PvP.

    This update should introduce one global action "Fetter Ward" and three job specific actions for each job that would help jobs define their niches better, improve survival by adding other defensives like Reprisal or expand on potential depth of their damage kit.

    To explain my desire for Fetter Ward, I am wishing for a pre-emptive CC prevention to exist that isn't Guard, promoting potentially more aggressive plays. To circumvent people just camping until its back though, cooldown should be between 45-60s with a 5-6s duration. This is where new tools would come in to deal with immune enemies.
    (1)

  8. #8
    Player JamieRose's Avatar
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    Staribbon Xu
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    Maduin
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    Scholar Lv 100
    At least remove stun locks. This chain stunning crap has got to go.
    (8)

  9. #9
    Player
    Aravell's Avatar
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    J'thaldi Rhid
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    Mateus
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    So, if you remove stuns entirely and also limit movement abilities, 1 of 2 things will happen:

    1) Stuns get removed and movement abilities get limited, nothing else changes. Melee will now pop sprint, hit someone exactly once, then never land another hit until their movement ability comes back up again, because everyone has permanent sprint on a toggle.

    2) Stuns get removed and movement abilities get limited, to help melee jobs, they now gain sprint-speed chase capabilities on one of their skills. Now melee can harass your backline even more effectively and have a much easier time escaping being punished for overextending.
    (1)

  10. #10
    Player
    Bluish's Avatar
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    Blue Dreamer
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    Shiva
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    Machinist Lv 100
    Well if there were more aoe abilities to counter that, it might balance. One example, make Warden's Paeon and aoe :3
    (0)

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