Originally Posted by
IceEyes
My post was not so much about the skill issue problem, it's more about the combat and role structure.
If you can't be a tank in a tank position or a healer in a healer position, what's the point of playing that role? Casuals will always choose what makes them happy. The game does not reward the player in any way for a particular position or role, regardless of skill. Or rather, on paper, the advantage of several tanks in a single team should bring obvious advantages to the alliance where they are. But in practice, each individual player has so many defensive abilities and self-healing that whether you are a three-times experienced tank or a melee player, most likely you will not do anything and will not change the situation, and the value of these same healers and tanks is falling.
The game needs to learn how to motivate people to do something that will lead them to victory. For example, in the new BF6 I am a casual, but the game rewards me in every way for choosing an engineer and providing repairs and cover for vehicles. I'm consistently in the top 5-10 in points on my team, sometimes without making a shot in a shooter, lol.
What does FL have to offer if I prefer a tank or a healer or melee? Uh, pretty much nothing? Your team was made up of sheep running around the map mindlessly, here's your 3rd place, thanks for picking us. Yes, you can still grind for some stupid achievements like kill enemies or capture points, but it's a drop in the ocean and doesn't bring any satisfaction from the process itself.
Returning to the topic of the first post, tanks are fine. Any four-man premades on any role will make a lot impact on the map. If their team also includes tanks with healers, then this impact will simply be even stronger.
Who would have thought that if you gave most jobs the huge AoE potential with very short cd and built a meta around synchronizing these nukes, players would start playing exactly like this...