@mallrunner1 King can delay his MA2 to realign to your step. A more reliable (but less rewarding) check is to throw after you do a jab or quick poke into the armour.
He either holds the armour and it's unbreakable, or he mashes MA2 and then has to break a CH throw. Those are his only options
@overflowyouknow The evasion on it is a lot worse in T8. I don't have a 1:1 comparison off the top of my head but definitely weaker. Probably changed due to the heat powered charged version existing
@Eon_Theory@haze_tkn JGR4 being so inconsistent to punish across the cast is super wack yeah, like some characters get a 10 damage punish on a 24 damage knockdown low? Very miserable to play against
Let us low parry airborne moves again Namco
@Xemnos Yeah, I feel like the point of Living Memory is that you can't go back. The people are gone, but you can try and build something new here
Going back to the old music really muddies the messaging imo
@Common_mon I would say PLD and BLM were quite different issues. But I do agree this boring version of Paladin is a result of people complaining about its damage, which sucks.
Making your filler 1-1-1 to free up buttons to do more interesting things would be great (if they actually do that)
@SpoopyScopy@moonmin_03 Yeah, the Warrior of Light taking his win away from him was such a bad narrative choice. Ranjit could've just died during this fight in Amh Araeng, the fight in Eulmore wasn't interesting or exciting enough to be worth keeping him alive for another rematch.
@deadythepanda I think 2.5s cast time glare with damage neutral lilies would've been a really nice feel for the job as a whole.
But nah why would I want to stand still and cast spells? Tension? Forethought? Sounds lame
@Supurreme It's fine we'll get Zenos in the Endwalker story ultimate where for the final phase you pick one of the party to 1v1 him and if they lose you wipe
@GHUIBULL@Lunay678 They specifically aimed their foresight slash towards Velkhana so they would position their special sheathe close to the head so they could connect the spirit iai cleanly on the breathe attack
And intentionally using helmbreaker to jump over attacks isn't "a happy accident"
@envinyon Like in M12S P2: on the 2m burst during Replication 2, with all effects on it is just impossible to see which way the boss is facing for his snaking kick. Especially because the boss model is so small. I have to limit effects or rely on callouts. It sucks
@envinyon Yeah, I've always played with all effects on and other than Summoner's Ifrit/Titan flashbangs, Lv90 jobs never fully blinded me the way all the new DT VFX do.
Star Prism, Sun Sign, Psyche, Star Cross+Rise of the Dragon, Dance of the Dawn, Primal Ruination. It's all too much!!
@Guc_KYSG Yeah that Alisa FF4 hit throw does some weird things with combo scaling and stage hazards. I guess it might be due to how it stands up the opponent during the animation? Very weird
@FasAnX1 DF2 is an i13 mid that CH launches, I guess you have the mild upside that maybe they stand block then don't break but I don't put too much value in that possibility.
It's not homing with heat active. I think overall it's a good power level for a new move. Not useless, not OP
@FasAnX1 While it's strong as a punish on armour moves, I feel like even this far into the game's lifespan, people don't consistently use throws to punish properly like that.
It's not particularly good as a CH option though unless you're specifically worried about them doing a PC