Yea well 1v1 is irrelevant.
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BLM is strong in Frontlines. Duels is a different story.
If you are fighting against a fully stocked, full health melee or tank alone as a ranged, you have made a strategic mistake, and you are in the wrong place, and if they are at all familiar with the game they are going to destroy you. It is not supposed to be a fair fight, it is not a valid use case to examine, and it is irrelevant.
It is no longer relevant as we have clearly left HWs pvp behind. But ranged with all the cool downs and the jump could kill others solo. Again required saving of cooldowns and getting the first shot off. That is clearly not the case now all melee feel like super buffed warriors killing a couple ranged if you get into a showdown. DRG and SAM seem to have tank level surviabilty ( i know not a real word haha). Ninja just melts you I am not sure what the rotation is but it feels like you got hit with a limit break but you didn't.
Overall with the speed boost and the complete zerg nature of the maps now range is ok. You just don't get the cool small skirmished you use to. I would not want to see how it is balanced in feast though. Probably something they will probably have to keep an eye on.
Overall, I agree it's obvious the game is not balanced for 1v1, but I'd like to point out it's still relevant as some people might go alone to capture opponent's base, meet someone in the process, you are 1v1 then, and once you're on the base, you often have someone keeping it, or just someone who died recently and just came back to live and come at you because you're capturing their base. Knowing your class can or cannot be good at that kind of thing (1v1) is then relevant or you'll just waste your time and your team time as well.
It's still not balanced for it, but if you are good at it with a good class, you can even 1v2 some people keeping a base (it's a bit harder now with potions, tho).
And when you see a whole opponent team taking time to come back to base to recapture it, you might give a fair advantage to your team beating the rest of their team.
I mean, overall, it does happen, even if you don't do it, some others do. So it's better having them good at it, even if it's not an optimal strat.
If you are expecting some old range domination over Meele; it is not going to happen. The balance is clearly works around Japanese meta in which I agreed it it more developed.
No matter how you argue, no game is balanced around 1 v 1; not even over watch. A game where you do get 1 v 1 situation a lot.
The 1 v 1 in this fame only works for a small group who understand their own job throughly and how to use it to anticipate others. It is never balanced. No matter how good or how high your gauge is, a range will never be able to take down a battle ready Meele.
Niche scenarios are not really something worth considering and is not relevant enough to weigh what ranged job is better than the others in the situation of which will take the longest to feed the enemy team outside of their own spawn. They are all clearly bad at it and I feel like it's asking to evaluate which car will drive best if we dropped them into the ocean. Technically I can find one that might last longer than the other but it's not really meriting consideration. It is so far down the list of a dozen things ranged are meant to be doing in FL that it doesn't matter and the designers won't (and shouldn't) spend any time on it.