I assume it is because people crying about premade but ends up with SE double down on the resolution.
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I assume it is because people crying about premade but ends up with SE double down on the resolution.
The entire reason for adding 24 man raids was because 72 was too difficult to queue for most people now a lot of off-hours players are locked out of this content again. Or make new, smaller pvp events that can be done with fewer people? I'm really disappointed. Already haven't been able to do rival wings for 10 months now...
And the sad part is... 72 person FL isn't much fun anyways. Way too zergy for my liking. You basically sit at a large group of people and pray you don't get targeted. No intimate fights, just boring zerg mentality. 8v8v8 was the MOST FUN frontlines in my opinion as well. I would always get upset a bit when it was 72 man. Anyways, people have to keep the complaints up to a fever pitch.
Congratulations SE, by removing 8 player premades you've only made the issue worse. Limit players to 4 player premades? Nope, you've driven people into the same Grand Company for a potential 24 player premade. At least 8 player premades could be balanced into other Grand Companies, now they're all just in the same one, completely destroying any attempt at balance. Nice job, SE. Nice job. If only someone saw this coming...
Bring on the "Everyone is now locked to Freelancer" change, I guess. Not that I care, Frontlines is dead soon enough with 24 player mode removed. Congratulations on trying to fix something that wasn't broken, breaking it in the process, and all for the sake of a bunch of Garo boys who don't even play the mode anymore.
I say this as a solo player, Frontlines is far less fun now. Somehow you've managed to increase individual survivability yet completely countered it by just shooting damage output of melee through the roof. So this whole remove premades to placate soloists? It's achieved nothing because of that other balance changes.
I'd say this was a bust, too. The changes feel mostly pointless and crappy. Melee probably all feel extremely happy, but every other role? Feels nerfed at best, worthless at worst. Don't get me started on the addition of AoEs. Who's bright idea was it to give ranged Jobs completely worthless AoEs? Melee ranged AoEs on a role that gets melted by a single melee? Are you f*cking joking? Just replace the AoE skills with a suicide button instead, because that's effectively what they are currently anyway.
Are PvP changes playtested with Squadron AI bots or something? That's the only possible way I can imagine anyone on the dev team could have thought Quick Nock/Spread Shot/Enchanted Moulinet were remotely worthwhile additions... Only way to 1v1 on ranged is to keep your distance, and even then you'll probably lose, and you're telling us to close distance for AoEs in 1v2+ scenarios? Seriously, why do I even need to explain how dumb this is? Wide Volley and Grenade Shot should still be kicking around the game files prior to their deletion in Stormblood, use those instead. Replace Enchanted Moulinet with an adjusted Contre Sixte. Oh look, ranged Jobs can now stay at range like the bleedin' role name suggests... Why does this even need to be suggested...
Nice to have definitive confirmation that Ninja is Mr. PvP Dev guys favorite Job, at least.
nail on the head, all known premades are just solo queong as mael and the issue is worse. I did premade but this is just stupid.
Need to just let 8 man and 24s return
mmm no, 4 player cap needs to be removed too.
Premades made 24s pop half of the time in the first place, and they wont do 4 player parties so no.
Both changes need to be reversed. Thats not good enough.