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  1. #1
    Player
    DiznypKC's Avatar
    Join Date
    Oct 2013
    Location
    Gridania
    Posts
    99
    Character
    Tehryn Alexandyr
    World
    Behemoth
    Main Class
    White Mage Lv 100
    It seems that no matter what happens, someone is always going to take advantage of the design. It really shows that pvp is designed for CC and not FL, where you can have a premade of 4 Summoners drop their Bahamuts on the exact same spot. Or 3 DRKs pulling you hither and yon while DRGs drop on you from above. Perhaps the best way to fix the issue short term is to do away with 72 player battles and go with 24.
    (0)

  2. #2
    Player Ransu's Avatar
    Join Date
    May 2014
    Location
    Leaving my SAM in Kugane
    Posts
    2,948
    Character
    Raansu Omiyari
    World
    Gilgamesh
    Main Class
    Samurai Lv 100
    Quote Originally Posted by DiznypKC View Post
    It seems that no matter what happens, someone is always going to take advantage of the design. It really shows that pvp is designed for CC and not FL, where you can have a premade of 4 Summoners drop their Bahamuts on the exact same spot. Or 3 DRKs pulling you hither and yon while DRGs drop on you from above. Perhaps the best way to fix the issue short term is to do away with 72 player battles and go with 24.
    It really doesn't matter what they do. Larger scale pvp cannot be balanced. Even "weaker" jobs can be deadly when you stack them. This applies to any game that is class based pvp. People just need to accept that and understand that large scale pvp is just a chaotic zerg.
    (0)

  3. #3
    Player
    Xylira's Avatar
    Join Date
    Feb 2021
    Posts
    259
    Character
    Xylira Mierqid
    World
    Mateus
    Main Class
    White Mage Lv 100
    Quote Originally Posted by Ransu View Post
    It really doesn't matter what they do. Larger scale pvp cannot be balanced. Even "weaker" jobs can be deadly when you stack them. This applies to any game that is class based pvp. People just need to accept that and understand that large scale pvp is just a chaotic zerg.
    It's more difficult to balance, but it's not impossible. At least, it can be balanced a whole lot better than it currently is.

    The most glaring issue right now is the complete lack of AoE damage drop off. This is the main source of FL imbalance currently, that AoE attacks can do full damage to as many targets as they can hit. This gives certain jobs as massive advantage in Front Lines over others.

    The simple solution, which has been done in other games, is to limit how many targets an AOE can hit at once, or to cap the maximum amount of AoE damage that can be done by. And they could do this without it even impacting CC, just make it so AOEs do full damage up to 5 targets at once, any more than that and there's damage drop off.
    (3)

  4. #4
    Player Ransu's Avatar
    Join Date
    May 2014
    Location
    Leaving my SAM in Kugane
    Posts
    2,948
    Character
    Raansu Omiyari
    World
    Gilgamesh
    Main Class
    Samurai Lv 100
    Quote Originally Posted by Xylira View Post
    It's more difficult to balance, but it's not impossible. At least, it can be balanced a whole lot better than it currently is.

    The most glaring issue right now is the complete lack of AoE damage drop off. This is the main source of FL imbalance currently, that AoE attacks can do full damage to as many targets as they can hit. This gives certain jobs as massive advantage in Front Lines over others.

    The simple solution, which has been done in other games, is to limit how many targets an AOE can hit at once, or to cap the maximum amount of AoE damage that can be done by. And they could do this without it even impacting CC, just make it so AOEs do full damage up to 5 targets at once, any more than that and there's damage drop off.
    Melee have a a pretty large damage reduction percentage by default in FL. If you're getting smashed by AoE as a ranged that is your fault. Adding in damage falloff solves nothing and would likely cause more problems in a already zerg heavy mode.
    (0)

  5. #5
    Player
    Xylira's Avatar
    Join Date
    Feb 2021
    Posts
    259
    Character
    Xylira Mierqid
    World
    Mateus
    Main Class
    White Mage Lv 100
    Quote Originally Posted by Ransu View Post
    Melee have a a pretty large damage reduction percentage by default in FL.
    Yes, I know. I mostly play as melee in Front Lines.

    Quote Originally Posted by Ransu View Post
    If you're getting smashed by AoE as a ranged that is your fault.
    Except for all of the specifically created choke points intentionally placed around objectives that force players to have to bunch together.

    This is literally the top of the ramp of Mid in Onsal, 3 identical choke points that force entire teams into those those spots. Guess who wins? It's usually the team/s that have a DRK+DRG combo.

    Quote Originally Posted by Ransu View Post
    Adding in damage falloff solves nothing and would likely cause more problems in a already zerg heavy mode.
    It absolutely would solve the DRK+DRG combo from causing entire party if not alliance wipes. Or SMN Bahamut spam that was the cheese play of choice originally.

    And I say this having been the DRK or DRG in the above scenario on several occasions. It's not balanced, at all, and it deserves some measure of being tuned back. AOE damage is far too rampant in FL and needs to be scaled back by some degree. Or alternatively, jobs that are more single target damaged focused need a damage boost to compensate, but that would arguably cause far more balancing issues.
    (3)