i had fun with the changes on Onsal. the assist point scaling was needed a long time ago th8is is going to help with shatter in long run as i seen almost everyone with at least BH I or II on in the alliance.
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i had fun with the changes on Onsal. the assist point scaling was needed a long time ago th8is is going to help with shatter in long run as i seen almost everyone with at least BH I or II on in the alliance.
So... ah... is VPR really good now?
I wish I'd taken a screenshot of this, but I swear I triple-checked it and was then trying to figure out which premade they were a part of and whether this was somehow possible.
Well-known padding premade on Seal. (They lost despite having insane KDA, simply because they're not trying to win.)
So I'm scanning the low damage scores seeing if there's anyone I should report, when I see a scholar on the premade team with 38759 damage done. Absolutely positive, I'm not missing a digit.
And their KDA was 0/0/47.
I'd have to say 7.2 is the best patch for Frontlines for the entire PVP remake.
The best change they made was assists going from 2 to 4. Raising everybodies battle high encourages more fighting and increases damage. Damage is something that was sorely needed, and I hope they roll back on some of those damage nerfs in the future like to Dragoon, Dark Knight, Samurai, etc. But regardless, doubling assists is fantastic for the game pace and feel, I often thought assists were far too undervalued in a mode where up to 24 characters contribute damage.
Secondly traits, are useful to adding damage and covering some weaknesses. Having "situational" defenses for melee and tanks should allow them to re-evaluate the flat resistance those roles have. Some abilities could stand to have adjustments like Comet having too much casting range - though I do like how comet breaks apart PVP and encourages people to move, and controls space. Overall though, it's a very *fun* addition to the mode that has added more tactical variety.
All in all, lovely changes!
Yeah, Shatter is absolutely awful. I miss the old map. The symmetry and all the Ice always having the same exact rotational timings have mad it beyond dull. The only reason I'd ever run it is to level an alt or something.
They could fix it if they randomized the Ice Again, and that goes for small Ice too. And dramatically increased the points for kills, and decreased the points to win! That map needs conflict and it needs chaos, and it needs speed! Not to be a predictable bore of a merrygoround with very little room for real outplays or comebacks. It's too bad about the map though...
Borderlands I'll have to wait and see if they novelty wears off. I've been a bit busy the two days it's been up so far.
Even organized Shatter with play on the cliffs has reached its point of saturation. I'd take the old version over this... It's by far the weakest map.
Kind of sucks they gave magical/ranged jobs better versions of drg lb/chaotic spring.