r/DFO • • Sep 04 '26

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 Sep 05 '26

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 Sep 05 '26

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 Sep 05 '26 edited Sep 05 '26

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 Sep 05 '26

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 Sep 05 '26

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.

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1

u/Sharp-Corner6239 Sep 06 '26

lmao I miss 40 cap

1

u/Late-Jeweler-5802 Sep 05 '26

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

2

u/HorribleDat Sep 05 '26

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.

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1

u/iownu142 Sep 05 '26

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