Results 1 to 10 of 16

Hybrid View

  1. #1
    Player
    Zachia's Avatar
    Join Date
    Jun 2021
    Location
    Ul'dah
    Posts
    103
    Character
    Lazarus Zenebe
    World
    Mateus
    Main Class
    Thaumaturge Lv 90
    Dragoons and warriors just seem dominant in Roulette frontlines especially in the huge team battles with objectives. They can just charge in without a fear in the world and retreat. They also do ridiculous damage. Please heavily nerf melee in this game.
    (1)
    For the Horde! I mean.... For Ul'dah!

  2. #2
    Player
    Ixon's Avatar
    Join Date
    Mar 2011
    Posts
    466
    Character
    Nola Ustrina
    World
    Cactuar
    Main Class
    Gunbreaker Lv 100
    Quote Originally Posted by Zachia View Post
    Dragoons and warriors just seem dominant in Roulette frontlines especially in the huge team battles with objectives. They can just charge in without a fear in the world and retreat. They also do ridiculous damage. Please heavily nerf melee in this game.
    While it's true that DRG and WAR are strong in Frontlines, I think you are misunderstanding WHY they are strong. DRG's(NIN's as well) are purely strong because they are a melee with a lot of ranged AoE abilities that enable them to get Battle High faster than other melees. Due to this though, the last FL update nerfed the damage from all melee in general, while also specifically nerfing the mitigation on DRG and NIN that they receive from Battle High. So for jobs like DRG and NIN it's a tradeoff, you can more easily get Battle High by AoE spamming, but you aren't as tanky as a MNK or SAM and do slightly less damage when Battle High. In the case of DRG, they have three abilities that force them to jump into an enemy team. One good CC or chain of CC's and they are dead.

    WARs are strong in FL, but ironically weak when it comes to Feast. Their kit just has more value with more teammates with a draw in and bind, vuln up, and the healing from Nascent + Retaliation. However, their strength comes from players not paying attention to be honest. People who stand out of place and get Holmgang'd often should not have been there to begin with(not to mention it's completely survivable), or people who waist CC on a WAR that has Inner Release running, or people that slam into Nascent + Retaliation that's actively keeping them alive. Again it just comes down to awareness. CC a WAR outside of Inner Release and they are usually dead as most use Holmgang aggressively and often do not have it up to be used defensively. When you see a WAR with the Nascent + Retaliation combo, you can either ignore it till it wears off, or burst through. It's healing, not mitigation, so it can(and does often) be straight burned through.

    The TL;DR is that DRG and WAR are strong because people are not exploiting their weaknesses, like most jobs. They are easier to get value, but you can be just as much of a threat on almost any job provided you play smartly and you have a team to back you up. Let me put it this way, I had a match the other day where mine and the other team was getting absolutely obliterated by a group of ASTs all self buffing and hitting Gravity at the same time completely wiping groups left and right. Was pretty funny, but remember this was on AST. I personally can sometimes get top damage on GNB, or my friends I queue with getting top damage on BRD. So while the game could always be balanced better, most of it comes down to being aware, playing to your job/teams strengths, and exploiting enemy job/team weaknesses.
    (3)