Phew, thank god I had you two to explain that to me and not the years of competitive LP! It still can be designed better. EW PLD dash was better. Separating stun into shield bash was better. GNB dashes are better, full stop.Pvp is all about choices. You can't have your cake and eat it, and it's a core thing in many job toolkits.
PLD has a dash that stuns: the player uses its brain to decide whether or not they need to dash outside of kill/burst opportunities, or if there is a target that needs being stunned right now, and the dash provides the gap closing to apply damage just after and it's the same for Plunge.
DNC generates its procs by dashing as well: dash too much and you'll overwrite things and lose firepower.
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If a job action, in concert with encounter design and players' abilities, encourages on-the-fly considerations of trade-offs, that's a good thing.
That's what separates playing a game from impersonating a simple-minded robot.
You didn't have to, though. If you could legitimately use it as a mobility tool, it was a damage LOSS to waste that opportunity by saving it for raidbuffs and instead walking back.Having to save your movement utility to deal damage during your burst window was just awful design. While the new animations might not look as cool, removing the potency allows your movement utility to just be movement utility which is a huge W. They should do the same for PLD and WAR.
On a 200p skill, using your gap-closer under raidbuffs could net you an extra 25 potency, tops. Each GCD for which you were forced to use a ranged filler instead of continuing your optimal damage would cost most tanks over 300 effective-potency.
Removing the potency only simply offers, in effect, one extra charge of mobility (since you would otherwise face damage loss from overcapping it), negligible when already at 2 charges. The primary changes were to APM and cognitive load (no longer being rewarded for knowing whether there was a gap to close within your skill's recast time).
Guess we'd better separate that self-heal/barrier from Brutal Shell, the 4s miti layer and excog each out of Heart of Corundum, the parry chance from the base mitigation of Camouflage, etc.
If we keep having any two effects not perfectly alike (not necessarily sharing exactly the same optimal timings even if separated) together under a single skill to make gameplay more than "monkey see gap, monkey close gap", we'd certainly cause ourselves cognitive fatigue before we can hit our daily PvP fix.
Thinking that could possibly weigh multiple factors together -- what an abomination! ¯\_(ツ)_/¯
/s to be clear.
I don't mind having discrete gap-closers, but they're no more needed than for a %DR and barrier to be separate, or damage and healing, etc.. There's extra control in having those as separate tools, certainly, but having the most streamlined, straight-foward path to every capacity (as to reduce any value for/in componential strategy, etc.) isn't always for the best. And as PvP aims to be button-efficient, it makes all the more sense that flavor sometimes bundles in some extra cognitive load rather than all that is not discrete and plain being pruned.
Last edited by Shurrikhan; 06-30-2025 at 07:07 AM.
I have zero problem with the GNB gap closer not having damage. It sucked having to have Rough Divide in the rotation and not having it for movement ability. And we have a really good flowing rotation now that allows some flexibility. I would like the name and the animation back, though. I don't care if it looks silly that I zoom at something and don't hit it. I twinkle over to something now by sounding like I'm stepping on pixies and apparently still don't hit it so I just want Rough Divide's animation and ability name with no damage back. We finally had all of Squall's Limit Breaks and now we lost one.
Most of cool abilities are tied to just pvp sadly. Plunge is very important in pvp because of Sole Survivor debuff that decreases healing on an enemy. Pretty cool name and mechanic. I'm not saying plunge is bad or anything for pve, but why then Warrior can have dps on charge? Why Warrior still deals damage on a dash?
If you ever wondered, Warrior has a 3 dash that deal damage which you might think is nothing but in areas such as deep dungeons, this can easily kill mobs or get you that extra dps. Even in dungeons this alone can deal nice damage x3. So removing dps from plunge effects deep dungeons as well. It also looks kinda whack that you jump on someone with a sword but deal nothing, yet Warrior is just charging but deals damage. I don't get how that works.
I just wish pvp combat was more involved in pve because some of abilities are much better and cool.
All the posts asking for every gap closer to become exactly like Thnderclap coming back to haunt everyone, eh-?
Frankly, I miss HW steel peak sometimes. Wonder why they got rid of it.
Look! This guy likes to have LESS options and LESS decision making!
How would it work for PLD? I like shield charging an enemyfrom afar even funnier when i use it to negate knock back and deal some extra damageHaving to save your movement utility to deal damage during your burst window was just awful design. While the new animations might not look as cool, removing the potency allows your movement utility to just be movement utility which is a huge W. They should do the same for PLD and WAR.
I mean gotta make sure the party pays attention and not tunnel vision
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