Might help to reduce defensive/evasive actions if they remove stuns. Give everyone only one or two ways to escape besides having a bunch of options to save skin.
I'm all for removing stuns because it is boooring.
But then what tactical depth is left?
...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
would prefer slows and roots as the majority of crowd control over full stuns in CC
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.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.
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.
At least remove stun locks. This chain stunning crap has got to go.
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.
Well if there were more aoe abilities to counter that, it might balance. One example, make Warden's Paeon and aoe :3
Yes, lets remove a feature designed to secure kills in a mode with a spammable heal button.
Removing stuns would lead to securing kills becoming a chore, or we remove recup as well and everyone just blows up and the entire mode just turns into chaos with no real thought process.
Server tick rate issues aside, the entire point of CC is to force players to utilize their CD's wisely and to pay attention to their positioning on the map. If you dive into a pile and then mindless burn your purify then that is on you. Play smarter and stuns become less of an issue.
Side note:
If you're referring to FL... I do not care. For the 1 millionth time, asking for a mode with 72 players to have any semblance of balance is just stupid.
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