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UTC 4 : 34 May 2, 2024
CEST 6 : 34 May 2, 2024
PDT 21 : 34 May 1, 2024
EDT 0 : 34 May 2, 2024
PVE i-frames NEED SERIOUS BALANCE ASAP
Oct 15, 2023, 12:24 (UTC)
372 1
Last Edit : Oct 15, 2023, 14:20 (UTC)
# 1

PA added a lot of end game / hard activities (dehkias, ulukita, boss rush) in last few months and I find it really good.

However with those activities They implemented:

- one-shot mechanicks with mediocre/ wide range

- huge dmg monsters attack with mediocre/ wide range

- pve deaths are getting more and more meaningfull/expensive due to new crystals prices

To be able to grind on end game spots and enjoy them fully your class MUST have good evasion skills that can be chained for few seconds to avoid certain death and crystals loss.

And here comes a problem cus some classes CAN'T DO THAT!  The band aid made by PA (mainhand evasion skill as pve i-frame) isn't working for some classes (stamina cost differences are huge and there are too many gaps in-between).

For example: succesion ninja can't avoid big shots simultanously using only SHIF+ A/D movement while woosa/ witch (those are only examples) has absolutely no problem with it.

I know that Ninja has other i-frames (for example block jump) usable in dire situations but those are gated behind long CD (and shortening it would affect pvp badly).

Furthermore there is a HUGE difference in each class SHIFT+A/D dislocation range. Some classes can avoid mediocre aoe monsters skills with just one "jump" while others has to perform two jumps loosing twice the amount of stamina and adding cd on already used evasion.... (another aoe attack that follows will be fatal)

What can be done? I suggest adding evasion skill flows for every class that lacks it so it can be chained with already existing ones providing Equal surivalability for every class in PVE (the flow will have ONLY PVE i-frame). Evasion flow skills shall have such CD/duration/stamina consumption that would allow staying in  i-frame status for long enough to avoid one-shot mechanics with large range AND such dislocation distace that would allow getting out or mediocre range skills (for example spinning attack of hammer mobs in tungrade ruins). Ofcourse such skills cant be to expensive stamina consumption wise.

OFF topic notice: can we adjust the amount of dmg taken after block was depleted. ATM if you receive one big dmg skill in FG and it breaks your block - 100% of that attack dmg goes into your hp instead of being partially reduced (by block "stamina"). THIS would greatly reduce one-hit deaths in pve.

10 77
Lv 65
Kelai
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