List of grievances about the Purify changes

RSS News

Syndicated News Service
I decided to make a compilation of legitimate criticism people have about the Purify changes and why we do think this is bad. Please consider adding your voice if you do agree with it.


1) Purifying now costs 2500 MP, which effectively makes an opponent landing a crowd control effect right hit the target for an additional 15k HP for free, attached to it. If an AoE crowd control, it can be potentially be multiplied by the amount of targets hit (30k, 45k, etc).

2) Purify has been hurried as a change into the game seemingly without any consideration for what their effects would be on crowd control heavy jobs, and with MP removing jobs like WHM and BRD as well. It also tends to favor hard crowd control effects like stuns and silences and make them even more valuable than they used to be. The overall job balance of pvp has been significantly hurt as a result.

3) The general vibe the community has been giving, no matter the mode (CC, FL), is that they felt that crowd control effects were way too oppressive, and yet this change has been a gigantic buff to crowd control effects not only by diminishing the Purify duration but also because of aforementioned point 1. Why are crowd control effects being buffed while everybody already finds them obnoxious and pervasive?

Annex: The only job that has lost crowd control (besides LB) access with 7.1 is Monk. GNB has gained an AoE heavy, WAR has gained an AoE bind, RDM has gained a new AoE stun, SMN has gained a new AoE stun, SGE has gained a new AoE pull in and bind, AST has gained a new AoE stun, and a new job like PCT with a full AoE silence + an AoE stun have been added to the game, essentially showing that the devs keep adding more and more crowd control in spite of people complaining about it. Why?

4) The game has always been about CC-ing people. Now this is even more about CC-ing people than ever.

5) Defensive Actions like Purify, Guard or Recuperate are extremely sluggish with insufferable delays or just don't want to activate (sometimes even returning long series of ping sounds as an error input). It takes ages to Purify out of crowd control, which weakens the ability even more, and so having those changes essentially nerf Purify aren't exactly helping.

6) The changes are big nerf to Purify for the simple reason that one rarely need to use more than one Purify when going under threat, whether it be in CC or FL. The important part is surviving, and Purifying removes the opportunity to Recuperate by taking away from the MP pool significantly. Twice so versus Miracle of Nature and thrice so versus Encore. Essentially Purify has gone from a free action (on 24s recast) that lasted for 3s down to 2s for a prohibitive opportunity cost.

Annex: Free reminder that Purify's effect was reduced from 5s to 3s when 7.1 launched, justified by the recast being lowered. Keep in mind that 5s to 3s is a reduction of 40% of the duration, while the recast reduction from 30s to 24s was a reduction of only 20%, which was already an arguable big nerf to the ability back then.

7) The general idea seems to be to introduce an opportunity cost in the game where players have to tactically choose between Purifying or Recuperating, but in reality this was already the case before since Purify didn't come for free either and required to waste a recast if used improperly.

8) Immediate effects on Crystalline Conflict games: games tend to be more lopsided than ever and tend to snowball a lot faster, resulting in frustrating games that can be over under two minutes without even a single LB going off in the losing team. We're back to something closer to EW pvp when people tended to get one tapped with full MP and it was one of the grievances of EW Crystalline Conflict.

9) Immediate effects on Frontline games: melee jobs eat the brunt of constant crowd control and tend to end up dry of MP without doing anything, especially when bombarded by miracles of nature and bard's encores. This essentially made the role even less welcoming to the casual playerbase that retreats and hunkers down even more behind ranged jobs, turning FL games back into a full ranged playstyle except for the few organized groups and skilled players that can use melee jobs effectively (tanks especially with the introduction of role actions like Rampage or Rampart, or even in conjunction with Diabrosis/Rust). This is pushing the game design of the mode even more into lopsided balancing.


Thank you.

Continue reading...
 
Back
Top