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  1. #11
    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)

  2. #12
    Player
    Xylira's Avatar
    Join Date
    Feb 2021
    Posts
    204
    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)

  3. #13
    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)

  4. #14
    Player
    Xylira's Avatar
    Join Date
    Feb 2021
    Posts
    204
    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)

  5. #15
    Player
    Divinemights's Avatar
    Join Date
    Jul 2016
    Posts
    2,119
    Character
    Altria Pendragons
    World
    Leviathan
    Main Class
    Ninja Lv 100
    Why people thinks this need a fix when it is ranges on your team wasted all their critical CC for their own personal dips?
    (0)

  6. #16
    Player
    Archeron's Avatar
    Join Date
    Mar 2023
    Location
    Westfall
    Posts
    631
    Character
    Edwin Vancleef
    World
    Golem
    Main Class
    Ninja Lv 97
    Quote Originally Posted by AnnRam View Post
    DRK and DRG alone aren't exactly an issue, there is not much you can do when 2 o 3 people coordinates their LBs or skills to combo your raid.

    If you want to fix DRK/DRG Meta just rework the DRK limit break because they can dive 1vs60 and don't give a fuck because their Limit break its completely/utterly OP . 10 seconds of invulnerability its just too much there is no counterplay to it
    There is a counterplay to DRK LB. They still take fall damage, obviously not applicable in every scenario but you can definetely punish Dark knights in select locations.
    (2)

  7. #17
    Player
    AnnRam's Avatar
    Join Date
    Jan 2021
    Posts
    774
    Character
    Mint Goh
    World
    Balmung
    Main Class
    Black Mage Lv 100
    Quote Originally Posted by Towa-Musa View Post
    thats not entirely true, there IS a counter play but.... you wont like it.
    Because spending CC in a obvious invulnerable target its a good trade.
    (0)

  8. #18
    Player
    Towa-Musa's Avatar
    Join Date
    May 2022
    Posts
    1,060
    Character
    Towa Musa
    World
    Mateus
    Main Class
    Gunbreaker Lv 99
    Quote Originally Posted by AnnRam View Post
    Because spending CC in a obvious invulnerable target its a good trade.
    Nope, just knock them off a cliff.
    PLD and DRK still die from gravity even when invuln.
    (0)

  9. #19
    Player
    Zush's Avatar
    Join Date
    Jun 2023
    Posts
    1
    Character
    Zushakon Odi
    World
    Sagittarius
    Main Class
    Samurai Lv 90
    Quote Originally Posted by Towa-Musa View Post
    Nope, just knock them off a cliff.
    PLD and DRK still die from gravity even when invuln.
    Oh yes, just let me pull out my POCKET CLIFF I bring with me everywhere in case I happen to run into a drk.
    (4)

  10. #20
    Player
    Eastwall's Avatar
    Join Date
    Jun 2023
    Posts
    644
    Character
    Jumpshot Tryhard
    World
    Excalibur
    Main Class
    Astrologian Lv 100
    SE just needs to cap the salted earth at 5 targets, so it is not affected in 5v5 yet not broken in frontline.
    ANet did that in gw2 to balance their 5v5 and massive scale pvp.
    (4)

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