honesty they should buff Rdps range in general.
honesty they should buff Rdps range in general.
However that only apply with ninja and also ninja will only attack you if you are in bad position in CC/frontline cause by Ninja self is harmless and always ready to run away if they fail to kill target. So if you are position self good no nin will come to harm you.
Rpr death warrant + harvest moon only 6k damage from 25y it would be very stupid of rpr if he use death warrant at 25y cause it require more hit for more damage and Tenebrae Lemurum LB fear is 10y and Communio is 25y + end their LB and rpr has almost no chance to catch up a dnc with 1 hell's ingress and animation delay. If a rpr start chase you can start laugh at them. Cause there is no way they can catch you even with heavy on If you get fear from LB is you own fault.
Mnk 20y meteodrive is 12k damage So they require you get hit by enlightenment or you use guard for extra 12k damage. Mnk has 3 dash you has 4 dash.
Sam is also same as mnk with 3 dash but you are more easy to outrun sam during sam dash turn their attack to circle AoE and 2 big hit ability has castime and sam LB is one of slow fill and they wouldn't LB if you didn't have debuff. So you can also laugh at sam if they chase you.
If dnc get kill is by their own mistake with position/run in first/escape too late/try get solo kill.
By the way Melee/Tank chase range dps/healer is also increase their chance get by kill you team. Remember pvp is teambattle.
With current pvp status set up 25y dnc is too much. 6.2 patch mostly will get some potency adjustment I believe. And if we are lucky we may get some nerf with damage reduction taken in frontline! So you can get back some kill!
Make no mistake. I'm not you alliances. I'm here cause I just do what I felt is right thing to do.
Said it before and I'll say it again, never should have added the new skillset to FL, the old system was better for it, should have kept the new one for cc only.
Dancer would still have proper range, healers would actually be able to heal, melee players aren't juggernauts, LB's were not as op/up as they are now, new system caused more negatives than positives by far for FL, and it prob also will do so for the soon to be reintroduced pvp maps due to it being balanced around the mario party mode.
Dancer as it is now is an unfortunate testament that the "PvP team" designs nearly everything around their small-scale modes (Feast/Crystal Conflict), and due to their rather narrow fixation on those modes or lack of meaningful playtesting in any large-scale environment with different rules (maybe both), Frontlines often ends up with major balance oversights. The SMN/WHM stacking and LB spam was the most egregious recent example. As a result, their knee-jerk reaction was to not only nerf SMN, WHM (and for some reason SCH's) damage across the board as to not directly address their Limit Breaks (the main issue), but give every melee job the latent capacity to survive nothing short of a full-party's targeted effort (maybe just 5-6 if some of them know what they're doing). Oh, and PLD's Cover single-handedly griefing entire Onsal matches.
DNC is similar to WHM and SMN in which it's "fine" in CC, but in Frontlines it goes in the opposite direction. Whereas WHM and SMN were overpowered when their LBs were stacked and abused, DNC's new playstyle rework is at odds with the sheer amount of crap going on in Frontlines and they are easily the most useless job there. They don't get to operate at a relatively safe distance like every other rDPS; they need to put themselves at mid-range where they are an easy target to engage directly, or at point-blank range where they are basically begging to get dog-piled. Despite this, they didn't get considered for defense buffs like every other melee despite needing to perform in essentially the same range to even contribute in fights. Even their LB is highly punishable due to the activation delay and essentially putting yourself in the worst possible place to be a rDPS in any Frontlines fight.
DNC in Frontlines is essentially high risk, low reward- and I rag on DNC in Frontline all the time, even though it was my favorite DPS job there before the PvP rework. I have yet to see any DNC in Primal achieve Battle High 5; highest was maybe BH3 before I locked it down when it got back into range and was subsequently mobbed to death. If the "PvP team" is even a bit serious about job balance in Frontlines, at the very least Dancer needs to be tankier than every other rDPS, if not as tanky as the melee DPS if they are going to leave it with it's current kit and expect it to function in situations where they need to wade into more than 5 enemies.
tldr: DNC is designed to work in CC, not Frontlines. The fact that it hasn't been addressed or acknowledged shows that Frontlines balance is an afterthought if the kneejerk bandaid of nerfing SMN and WHM's damage and buffing melee to survive getting ran over by a truck twice wasn't enough proof.
So true, the biggest problem was they reworked everything around their new shiny mode and let the rest get burned... Yes its also a matter of skill and what exactly the teams are made off etc, but thats exactly it, the teams are random and so balance is hard...ive lost 6 onsai matches yesterday bc of pala cover - 6-8 ppl could not kill a sinlge dps or just could barely. I as a rdm, even after all my skils cant kill others without help - even my lb barely does anything. While dare me gettin hit with anything. If at least my melee combo would have no CD, i could at least fend off a bit... but like that... once a War or whatever pulls me back and theres more then 2-3 ppl im dead, while melee frequently just flee...
Even old HW pvp was way move fun, with nin sneaking and stuff...
And im already scared for Rival wings cause i cant imagine the mess...
Hey, can I be the first? Here's a screenshot from a match I played an hour ago. Was also the first person on my team to hit BH5.
I'm still learning, but I had no problem hitting consistent BH5s in my first week of playing DNC (this was also after the infamous melee buffs). It made me wonder what the hell everyone else was doing because I also found other DNCs to be easy kill targets, but after seeing this thread I think I'm beginning to understand. There are too many people treating this like old DNC.
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@OP: It's fine to dislike the new direction, and I'm not gonna argue whether new DNC is good or not, but it feels like a lot of the issues mentioned in this thread are born from not understanding how to pilot the job properly. For one thing, you're not meant to use En Avant to dash in unless the enemy is on the back foot; it's far safer to position yourself at max DNC range, hit your GCD, En Avant backwards, reposition for safety/offense as needed, and repeat. 15y from your attacks + 10y dash with En Avant works out to be 25y between you and your target, so you can create enough distance before they have time to react. DNC has the potential to be very slippery in Frontlines--you just need to be proactive about your positioning and the way you use En Avant. Play your cards right, and you'll find that getting attacked is so rare, you could probably take Guard off your hotbar and still end the match with 0 deaths lol (don't actually do this)
But I'm also not gonna argue this too hard, because I kinda like that people see DNC as bad. That just means we'll get buffs, which means I get to unleash sweet, sweet violence.
Last edited by Silhart; 08-19-2022 at 01:03 AM.
That's possibly my biggest gripe with DNC at the current moment. I'm stuck having to sacrifice dashes for damage uptime or damage for survivability. Other than that I'm not having much trouble whatsoever...at least in CC anyways.
I can still get a BH5 in frontlines as long as I'm not using my LB. The risk is too extreme in frontlines and will often leave me dead attempting to charm a whole team. It's just not worth in my opinion. (Sure, I could use the help of a PLD to pull it off, but I mainly play solo q these days)
No, it's the fact that balancing around FL requires a completely different setup from CC. Not to mention I've played more than a few MMOs where there's regular PvP and Realm vs Realm. If you balance something for RvR, it often breaks regular PvP due to how OP the classes can get. If you balance something in PvP, it often doesn't break it in RvR because you're already balancing around smaller scale combat.
Like right now a lot of jobs in FL are absolutely OP due to how many targets can get hit at once. Put in a target cap of how many can be hit (like say 5), and it instantly reigns in a lot of the OP power of several jobs and balances it a bit more.
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