



All we needed in FL its to make SMN LB do less damage on big groups, but nope, lets give all melee jobs 60% damage reduction so they are literally unkilleable even 1vs3 meanwhile RPR/NIN/SAM can still use Guard and their rotate their defensive tools. I've been trying to make MCH work in FL and its literally impossible, MM deals max 13k damage at max BH and basic damage less than 1,5k per shoot basically hitting a iron wall with paper balls.
If they want to keep the 60% damage reduction intact then guard shouldn't make you invulnerable to CC anymore, there is NO risk in play Melee jobs right now you can dive 1vs10 and still survive without expending half your MP in recovery.
Last edited by AnnRam; 07-13-2022 at 02:56 PM.
As a mch there is no reason for me to even attempt to attack a melee unless they're already 1/3rd health. I used to aether mortar, wildfire, scattershot and marksman spite as a combo to kill melee and that isnt possible now. Takes em to half health lmao. In FL at least, melee dps feel about as defensive as tanks do.
Pvp balancing is absolutely ridiculous. Do they not test things? WoW pvp was a shitshow and it was still better maintained than this.



Tanks are tanky...
24 Gunbreakers when?
I don't know whats going on for you over on crystal, but I don't ever see this scenario happening. Melee's that dive into a zerg group get deleted.Understand, I think that if you run at 15 enemy players, you should die in short order. I don't care what class you are playing. No one should be able to tank 15 players for any meaningful amount of time without *serious* assistance from their team. At best, they should hope to live long enough to soak some spells and distract enemy players so their team can get a good initiation on them. I think that FL maps might need an overall rework to increase the number of active objectives somewhat, to discourage clumping and zerging. I think AOE should be powerful and it should be a strong deterrent to zerging in a big blob, but in many cases the map designs *enforce* clumping. I don't mean chokepoints, I mean that there are typically only a few active objectives at any time, which means that splitting up often isn't feasible.
1.) power shot is a filler
2.) this sounds like a you problem and being out of position.
Last edited by Ransu; 07-13-2022 at 08:52 PM.
Full copium here, but I'm *assuming* that they did not test anything for 6.18, other than "does it actually work as intended?" QA stuff. I think they just drummed up some numbers and ideas that sounded like they'd fix the biggest whines ("melee are useless" and "summoners are overpowered", chiefly) and pushed them out to placate people and they'll revert/adjust those changes and add new, more detailed ones with 6.2.
But like I said, that's copium.
Pretty much agree with ya, seems they took the loudest complaints and then just rolled it out of the door without testing cause there is no way melee being this defensive was intended. I remember my first reassemble+drill on a dragoon after the update. It barely scratched him, I was in front of my pc like HUH tf is thatFull copium here, but I'm *assuming* that they did not test anything for 6.18, other than "does it actually work as intended?" QA stuff. I think they just drummed up some numbers and ideas that sounded like they'd fix the biggest whines ("melee are useless" and "summoners are overpowered", chiefly) and pushed them out to placate people and they'll revert/adjust those changes and add new, more detailed ones with 6.2.
But like I said, that's copium.
After some more playing, smaller fights on Frontlines rarely result in a kill for either side.
Almost every time it happens, players awkwardly tickle at eachother until they decide its not worth it and disengage.
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