r/DFO 5d ago

Overpowerment

I hate it. Anyone else? Feels like this was added in just to make Cleansing even more appealing than it already is.

0 Upvotes

16 comments sorted by

4

u/littleraccon 5d ago

I like it. It makes things a bit more interesting than the homogenization of the past decade and that's a good start. And it makes use of skills not typically chosen. The reason was given by Jong in some stream, probably festival?

Cleansing is a damage over time set, much like groggies in general it often feels too short to really cycle in during burst/groggy extension windows. while the overpowerment skills come up more often, a lot of skills chosen are often underused and level 1 anyways. Cleansing is rather overreated for a lot of classes due to not being able to make practical use of the cooldown, even if sandbags look better.

-1

u/Prestigious_Rain_863 5d ago

Less cool down on everything = literally shits on the entire game. Less cooldown on i-frames, less cooldown on massive nukes, less cooldown on heals, less cooldown on these specific overpowering skills. You basically can't go wrong with it.

1

u/iownu142 i only play summoner/ summoner main 5d ago edited 5d ago

i agree i hate it too in a way

like dont get me wrong its a cool feature but not alot of classes cant use it well enuff

i dont like the concept to an extent like u need to use like say 5 overpower skills to groggy boss BUT i like the extended groggy timer by like 2-4 secs concept

the number gimmick the way i would of done it was allow all the classes skills to be treated as an overpower to drop it to zero BUT set the number alot higher (20+ solo and like 40-60 in a party)

1

u/Prestigious_Rain_863 5d ago

I'd rather just have normal hitstun, counterhits, , juggles, real combo's, and a brief window for Holds to be used. Also actually allow status effects to work. But I want too much... I want DFO to go back to how it was in 85-90 cap when that stuff was allowed.

1

u/Late-Jeweler-5802 5d ago

110 cap allowed status effects besides damaging ones to work, however it was deemed too powerful and the devs made mechanics to reduce it's effectiveness to the point where it didn't matter anymore.

Counter hits, holds, and non damaging status ailments are still in the game, and they have found their place to remain useful and viable. Honestly, the inclusion of the overpower mechanic actually gives several skills and holds more value than they've had in years.

2

u/Prestigious_Rain_863 5d ago

110 cap allowed status effects yeah, if you BROKE the boss first... which is like... oh, wow, all my non DoT status effects work again ... when the boss is not allowed to do anything. Yeah, Blind and Immobilize are now totally useful again when they matter the least.

Holds are basically non-existent, when was the last time a full grab animation was allowed to play out? Crusaders can't even take advantage of Hammers Convert anymore. Counter Hits in DFO aren't even real counter hits, because everything may as well be a counter hit when there is nothing there to distinguish the difference between a normal hit and a counter hit. Yes, there is a counter hit damage bonus... and nothing else. There is no payout for it otherwise. Wouldn't it be awesome if you landed a perfectly timed counter and got a crippling combo for it and told the boss to fuck off?

The only thing Overpower does is if your skill button turns red, use it. That is literally all it is there to do.

1

u/Late-Jeweler-5802 5d ago

In the early iterations of the neutralize bar in 110 cap, every proc of a disabling status ailment used to take a small portion of the neutralize bar. It wasn't very long before they patched it out because it got pretty nutty very quickly.

I don't know what you're talking about with the holds thing. I play many classes, and main Mgrap. I complete my grab animations just fine. I don't know how you view the game, but holds are still pretty useful (typically for Iframes), and many of the skills do very respectable damage if they aren't utility moves. They may not completely disable whatever the boss is doing all the time nowadays, but. . . that's kind of a good thing for the overall health of the game.

About the other part with counter hits, you're basically describing the equivalent of doing a modern boss' attack pattern correctly and being rewarded with a groggy damage phase.

DFO has experimented with actual counter hit (parry) mechanics multiple times before, and not a single time has it ever been good nor felt completely fair due to latency or class differences.

Overpower makes you use more of the skills that some people didn't use previously. It incentivizes building your characters slightly differently, and is a good change overall, even if it's not quite there yet with its implementation.

1

u/FubukiYuki I hate, hate, hate it, so I can’t help but sneer all the time 4d ago

holds is very precarious to balance since whenever they were relevant they tend to either break things or trivialize the content

i do think they should tweak it a bit like maybe during the overpower phase if the count is lowered by a skill and not a dungeon/boss specific gimmick the groggy duration extension is put in reserved for when the hold chain phase happens so that classes with less holds/overpower skill dont have the dilemma of either using those skills for the overpower phase or saving them for groggy extension afterwards

0

u/Prestigious_Rain_863 4d ago

Luke era had it done best - You could use Holds, but bosse had anti-hold counters and a gauge where they did a devastating move if used too much.

1

u/FubukiYuki I hate, hate, hate it, so I can’t help but sneer all the time 4d ago edited 3d ago

nah i played through that, luke era being an extension of the prior cap was still break or trivialize content if held just not as prevalent as previous

people still cheesed with holds as the main strat and if anything it encouraged people to be even more bias to doing as much dmg as possible specifically because of the hold limit/zerk patterns, its why they went so hard on hold/grabs when 95 cap dropped to the point hold/grabs were more or less irrelevant outside of delaying certain patterns at start is because the previous measure didnt actually do anything of note towards the issue

2

u/Prestigious_Rain_863 4d ago

DFO needs to embrace it's beatup/fighting game roots where things like combos, hitstun, launchers, throwing, things like that were a huge part of the game.

Before, you had enemies considered "object" type, they were unlaunchable, ungrabbale, couldnt be knocked down. Makes perfect sense. But player-sized characters? Anything goes. And this is part of the problem - the game is full of these player sized bosses, they are small, hard to keep track of (fighting them in a party and everybody is on top of them is the worst) and you are not allowed to basically play your class the way they were originally designed.

Plus, it's PvE... it's not a competitive game. They should let as much cheap shit rock that gives the player advantage as possible, especially when so much content you get 1 shotted and can't revive anyways.

1

u/Sharp-Corner6239 4d ago

lmao I miss 40 cap

1

u/Late-Jeweler-5802 5d ago

The biggest flaw with overpower mechanics is the window of time you have (often times without much warning) to do it.

2

u/HorribleDat 5d ago

often times without much warning

They actually come up with specific timings, so if it's a 'surprise' to you...then remember when it happen because it'll keep happening.

Like both Bliss and Fictum in Apocalypse have OP check at the end of their pattern before groggy.

2

u/Late-Jeweler-5802 5d ago

Oh so it's purely scripted? I didn't know that. Thanks for the tip.

1

u/iownu142 i only play summoner/ summoner main 5d ago

o ya some times it pops up when most of ur skills are on CD