This is true... per DRK. In FL and RW it is very common to see multiple DRKs per alliance.
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its marksmans spite what i have a problem with actually
Spite is totally useless without BH in FLs, damage is too low and even squishies have a base innate DR (of what, 15-20%?). With BH5 on the other hand, it murders anything that's not melee in one shot or two (same could be said of meteodrive too tbh).
But if you want to truly make kills without thinking much, just play ninja, you'll get the additional innate DR that melees have, and all of your options are ranged anyway.
To be honest the FL discrepancies of DR between ranged and melees are way too big. It's already a problem in CC, but in FLs it just takes the cake.
yes you are correct didnt notice which BH the machinist had that did the 38kish damage with spite(probably 5 he was part of the team who got easy first place due to premade)
but that damage did happen to me
I remember, prior to the rework, when DPS jobs had their own standalone AoE combos, and how they hardly ever actually got used, if at all. You had the occasional AoE ability with some nice additional effect, but they weren't mindblowing. Those AoE combos felt woefully ineffective and inefficient. Single-target melting was always the play. It's so weird seeing how ST and AoE have swapped in priority since the rework.
Yeah. I remember old shatter 3-way fights that were always two teams pushing the third's bottleneck and would last until one of them broke off for an ice. It was never the absolute team-wipes that happen every few minutes now. The majority of job skills were even designed with single-target use in mind, and there wasn't anywhere near the quantity of CC we have now. That mentality in design has completely flipped, and any job with consistent non-burst ST damage or excessive CC just feels like dead weight now.
Frontlines is and always has been a growing tree of issues where every branch is a problem that eventually grows it's own new problems. It's not an easy fix, and if they toned down all of the problematic changes to be more in line with pre-rework, those changes would end up effecting nearly every defining aspect of the rework, which almost defeats the point of the rework in the first place. Where do they even go from here? Or better question: what parts of the current design-philosophy are they willing to sacrifice in order to make improvements? That's what I want to know, because something has to give at some point.
Well, wishful thinking on my part. People seem to be ok with putting up with how things are now, so maybe nothing will change at all.
Oh look, another thread complaining about a problem Guard solves.