I didn't mean that DRKs are regularly hitting every enemy player. Just that it's kind of absurd that that is theoretically possible.
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I can’t be the only one that finds people using “well they attacked us first” as an excuse for the two last place teams continuing to fight hilarious
The reality is, all that knee cap busting nerfs will end up doing is make people not want to play pvp.
You can make my job borderline unplayable so that you'll see my job less, but what you end up doing is just make less and less people want to pvp.
Many people won't dynamically be changing jobs based on a changing meta.
Besides, aren't you already happy that i'm no longer having fun in FL? I can't do anything on my own anymore. My job does more damage to itself than to you.
The current situation is already making people not want to PvP, almost regardless of their jobs. Not making changes purely to avoid upsetting the existing DRK players, whilst continuing to negatively affect play for everyone else, doesn't make much sense to me.
Yes, even if DRK voke is changed, causing it to no longer carry the same weight within teams as it does currently, something new will rise in it's place. It's ever evolving, hence why the situation needs to be monitored and changes regularly made where necessary. That doesn't mean we should take the attitude of "the systems broken now and if I try to fix it it'll break again in future, so let's just leave it as it is"
And the changes to DRK that were made were a huge waste of time, in my opinion, and only shows how little attention is paid to FLs in the decision making. The voke is the main issue, yet that has been left unchanged.
Would I say that DRK is the main problem? It's by no means the only problem, as there are other factors at play. Though changing the DRK voke in some way would likely ease current issues a considerable amount. And, as the wider community problem which exists is never going to change, making changes to classes such as DRK is really the only solution we have.
I agree meta balancing in FL is most likely to be adjusted by nerfing a perceived overpowered job, but it's pretty lazy. Ideally balancing is produced through counterplay. I do have sympathy for solo players who enjoy DRK because its skillset is restrictive. Really only works as the spear-tip for a premade.
As I've mentioned before, I think a large part of the balancing difficulty stems from the fact many jobs play very differently solo than in a coordinated light party.