Has it ? Can you show me where they say they've hotfixed it ?
I haven't played Onsal, but I just asked around quickly and I've been told it's still a thing. I can't find a mention of it in the game updates, just a boss fight cover fix in PVE.
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When people go ignored for MONTHS on end about pressing issues without any kind of statement on the matter, people tend to get bitter about things, leading to emotionally charged posts deriding intern-san for not doing anything about the current state of PvP. I've been there lmao. Just take the onsal PLD meme. It has been around for MONTHS, blatantly ruining games and the devs choose to do nothing about it. Ya feel?
Samurai just killed 3-4 of us because of his limit break. I'm not sure why that is a thing or who thought it was a good idea to input something so skill less and boring.
On top of that, anytime you want to get into combat as a melee you are instantly met with stuns and crowd control stuff. The PVP all around is just awful and gets worse every time they change it. At least PVP was fun and bearable in 3.0.
To note the stun issue, I would like to actually play the game and not be stuck in a single spot every time I want to get into combat. Mega boring gameplay.
Yet there are also plenty of instances where people religiously break those ices but still get stomped hard by that group who grinds their BH5s and become literally unstoppable at 2nd half of entire match duration. First half of frontlines are always objective heavy, while the 2nd half the objective isn’t as prominent.
On the topic… I still enjoy FLs mostly, but they certainly can get some improvement. Having a single melee DPS tanking a quarter of alliance by themselves shouldn’t even be a thing. Implementing diminishing return on CC could also be a good start, except the unique ones like RPR’s Hysteria & DNC’s Charmed. BH bonus and the rate which they are gained & lost could probably be tweaked as well (I personally think the healing buff is a bit broken now that it’s also paired with increased overall damage reduction especially on melees). Maybe make BH does slightly different things for different roles i.e in addition to increased health pool, tanks get additional damage reduction%, dpses gets increased damage%, healer gets healing boost & higher CC resistance… but idk. I’m no game designer :) Just putting that out.
Yeah, I'm not sure why they keep buffing melee in frontlines when they legitimately just need to add CC diminishing returns back. Also maybe don't make it so over half the CC abilities randomly aren't cleansable. I actually have no idea what they were thinking when they removed CC DR. It's like they completely forgot why they added in the first place and are just repeating old mistakes again.
There's quite a few things I don't like about current skills in Frontlines.
The samurai LB thing is one thing. If you can't know if they have LB ready, it's kind of like playing russian roulette everytime you are facing one. Do they have LB ready ? Are they about to pop Chiten ? If they do, will I insta die ? You just can't know.
I also don't like the PLD LB and the DRK LB slowing the game down so much. There's just not much in terms of counterplay. I miss when you could dispel Hallowed Ground on summoner with wither. Now, you just end up with 15 teammates hitting those tanks with no one dying.
The PLD cover exploit is just ridiculous. It's baffling that's it not been fixed yet.
Secure games are way too long. They usually reach the full distance and 20 minutes is just too much.
Playing team mode without teams is tuff.
They balance themselves into hell, if they try to make arenamode skills work in frontline.
They could make seperate traits/skillsets for each mode, but their PvP agenda is casual-orientated, so they wont add too much complexity to it.
Something as simple as making heals cost 5k MP instead of only 2,5k in frontline and let sprint have a cooldown while in combat, would make it more PvP focused, as you don't have an easy way to escape.
Paladin hallowed ground could be changed to shield with 150% of his maxHP when used, making it useless in frontline when ganged up upon, while keeping much of it's efficiency in the arena mode.