Please quit telling me to unsubscribe; I already have.
Proletarier aller Länder, vereinigt euch! Ihr habt nichts zu verlieren als eure Ketten.
#NeverForgetMao
Vive la résistance!
PvP wise SMN main here, most of the time playing frontlines. I'm barely playing due not finding frontlines fun since shatter map rework (it was my fave map), and today I finally had time not only to play the new patch but also play frontlines to farm the new glam.
What in the seven hells they did to SMN? Like, why mountain buster is now a half centimeter melee range stun that will not work 99% of the time due how janky the servers are with the imposed 100ms + whatever janky change the devs did? Better, why it's a melee skill in a ranged job?
Honestly, I wish they never tried to "fix" pvp from what it was in ShB, bc at least I had lots fun there.
Like, sorry for the rant, but I feel like playing WoW again during it's worst years were if you're not a hardcore raider you're same as nothing in terms of content made... Now I need a new ranged job since it's almost impossible to play as melee with the way things are... e.e
Removing the Draw and Junction mechanic from GNB is such a punch in the gut, it was what set it apart from the other tanks and now its identity has been completely stripped away because I guess they couldn't come up with some way to rework the current actions to be more useful?
I find it more funny that Viper is still a free kill aka sacrafice.
Other than that, it is clear that the Team working on PvP has no clear direction of what they want in this Game Mode.
It feels like they threw ideas in a pot and randomly drew out the notes and then implemented those they drew.
Last edited by Araxes; 11-17-2024 at 09:30 PM.
ᛞᚨᚢᛃᛁᚦ ᚠᛖᚺᚢ
ᛞᚨᚢᛃᚨᚾ ᚠᚱᚨᚾᛞᛁᛊ : ᛞᚨᚢᛃᛁᚦ ᛊᛖᛚᛒᚨᛉ ᛊᚨᛗᛟ
ᛖᚲᚨ ᚹᚨᛁᛏ ᚨᚾᚨᛁᚾᛟ
ᚦᚨᛏᚨ ᚾᛖ ᚨᛚᛞᚱᚨᛁᚷᛁᚾ ᛞᚨᚢᛃᛁᚦ
ᛞᛟᛗᚨᛉ ᚢᛗᛒᛁ ᛞᚨᚢᛞᚨᚾᛟ ᚺᚹᚨᚱᛃᚨᚾᛟ
What I still don't get - why are there no diminishing returns to Crowd Control when this patch added so much CC?
Purify is as finicky as it was before the patch, with a shorter duration,too
to me, it feels like you can just get CC't and burst down much easier than before. Or is that me perceiving the situation wrong? :think:
Last edited by ovIm; 11-18-2024 at 04:34 AM.
RIP Viper 28/06/2024 - 30/07/2024. It was a fun month.
If you're playing melee/tank and a few people on the enemy team are remotely competent, you're going to get mired in more CC than before the changes.What I still don't get - why are there no diminishing returns to Crowd Control when this patch added so much CC?
Purify is as finicky as it was before the patch, with a shorter duration,too
to me, it feels like you can just get CC't and burst down much easier than before. Or is that me perceiving the situation wrong? :think:
I don't even think the devs that designed the current iteration even play this gameWhat I still don't get - why are there no diminishing returns to Crowd Control when this patch added so much CC?
Purify is as finicky as it was before the patch, with a shorter duration,too
to me, it feels like you can just get CC't and burst down much easier than before. Or is that me perceiving the situation wrong? :think:
Mountain buster is fing useless now, if they insist on making ranged use melee distance attacks then they'd better give them melee DR to go with it![]()
Because that would be abusable and would not work (and would frankly punish the use of CC outside of any serious burst).What I still don't get - why are there no diminishing returns to Crowd Control when this patch added so much CC?
Purify is as finicky as it was before the patch, with a shorter duration,too
to me, it feels like you can just get CC't and burst down much easier than before. Or is that me perceiving the situation wrong? :think:
They should have instead kept the amount of CC like it used to be, and keep Purify on 5s instead of that ridiculous 3s.
Yeah, having played a lot more matches now, Purify dropping from 5s to 3s in a heavier CC environment is basically giving the middle finger to jobs that play at melee range. Plus just on general grounds, anything that lasts for 3s in a mode delayed by animation lock and netcode is bound to be unreliable at best.
Related to this, there are far fewer tanks on the field, so those that are get focused down more. Trying to get off Onsal Mid yesterday as heavy after heavy got dropped on me was not fun.
Something else I noticed was WAR's health gain via damage under bloodwhetting is far less reliable. My favorite disruptive play on Mid was rending the top of an enemy ramp, then using chaotic cyclone to heal as I escaped. Guess it could be the notorious skill issue, but I can't get my synonym-for-a-donkey out of there anymore.
Please quit telling me to unsubscribe; I already have.
Proletarier aller Länder, vereinigt euch! Ihr habt nichts zu verlieren als eure Ketten.
#NeverForgetMao
Vive la résistance!
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