Gnb kda of 10/0/34 in a game I just played. 2nd most kills, 3rd most assists out of everyone. I think I'm fine but I appreciate your valuable input.
Printable View
The current GNB mechanics have better synergy with the NA/EU Horde Stampede meta, and most casual players tend to pick targets that are easier to kill.
If a player’s assist ratio is 50% higher than their kill count, they’re likely just tabbing for the kill rather than contributing meaningfully.
It’s hard to make casuals—and even some veterans—realize that tanks are easy to kill within the first three minutes, and should be prioritized to prevent their Battle High from building up.
Raiju isn’t a guard breaker.
Trading Raiju’s 1-second stun for 5,000 MP (especially when you still have to wait four seconds before you can use Purify again) isn’t a good trade.
What happened to Guard as an option?
As I’ve said, it’s your personal choice, and I’m not here to question it.
It’s fine if you disagree with my take; I’m simply presenting my perspective along with my supporting arguments.
You can certainly do the same and present your own reasoning.
Overall, the reception to the new Purify change has been negative across all four regions—that much I can concur with.
Why are we moving the goalposts to guard breakers (that are found, AGAIN, both on the melee and ranged side, actually thrice more on the melee's side, by the way)? What guard option are you talking about?
1s may also save your life at high level in CC. Whether or not you'll need it again for the second stun, if the stun doesn't occur before purify is up again, is another story.
If you're speaking about FL, maybe, maybe not, I don't know. I never know for sure what mode you're talking about.
CC, as in Crowd Control, has just gotten even worse than before, and like it was already bad with most classes having access to at least 1-3 Soft/Hard CC to get brutalized by but its just so much worse now. With it being a resource, they nerfed its up-time which means there is now even less time to handle getting out of things without getting hit by another CC, plus its practically -15,000 HP on use. None of this would be an issue if they removed most of the harder CCs from all the classes and replaced them with softer ones, and leave the hard CC to Limits or long CDs but they wont. PvP is fundamentally flawed that balance is the way it is, where every class is potentially capable of 1v1ing any other class but some classes just have more options that give them better range to tackle whatever issues they're dealing with. I honestly would rather have the Shadowbringers system of being stuck eating the first CC and then getting 10s Immunity to the current system, and even the last iteration too with how much we potentially need to wade through not getting chain-CC'd to oblivion let alone how much damage some of the CC buttons also do. Guard doesn't even feel good to use since its also shorter compared to the 5s(now 4s) it used to be, and it feels like its not as snappy right now, so we're losing more and more ground to fight against CC when most classes are also doing massive burst damage to you as well, so its a lose/lose if you get enough people to run up to you at once between Crystal Conflict or Frontline even moreso.
As a DRG, it just feels like everyone got a buff and we're collecting Ls