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  1. #11
    Player
    Valence's Avatar
    Join Date
    Oct 2018
    Posts
    4,944
    Character
    Sunie Dakwhil
    World
    Twintania
    Main Class
    Machinist Lv 100
    Quote Originally Posted by Xylira View Post
    They're both problems, but not the only ones. The way battle high works is another issue that compounds the DRK+DRG premade team combo. Add an AST into the premade and it makes it even more obnoxiously unbalanced. All of these things on their own have some balance issues, but they're more tolerable when separate. When you start stacking them all together they quickly get unreasonable.

    Yes, a solo queued DRK and DRG can end up on the same team and can be effective if they make an effort to coordinate. They still however, will never be as effective as two players who regularly play together and whom are communicating over voice chat to coordinate during a match.

    And I have also in other threads agreed that the DRK+DRG combo is too potent in general, premade or not. It's just so, so much more obnoxious when it's a premade doing it, especially when they quickly rank up to BH5 and can easily wipe out entire team.

    I don't know what the correct answer is to address the problem. But it's abundantly clear that certain job combinations, especially when in a premade group together, cause severe balance issues in Front Lines.
    Again I don't understand at all how you can conflate premades with people getting BH. I get BH4-5 all the time solo, and I don't even bother trying to coordinate with randoms for it.

    People are just lazy and dont want to take the extra effort to create a couple of macros for this specific combo. It's not exactly hard to make a macro "LB ready" for the DRGs, and a macro "Executing Salted Earth in 10s" for the DRK. You can even mark the DRK so that the DRGs know who to follow. During last expansion nobody was making macros for team sandwiches, I came up with a sandwich alert that I abused all the time and it started to be used by everybody over time. Not sure if they still do, probably not, haven't done many FLs this expansion.

    The problem is the combo (and salted earth esp). Address this and the issue disappears.

    Quote Originally Posted by Llynethil View Post
    Good start would be removing the pull in part of DRK for FL and make it just an aoe bind, removes the 'can't act at all' part of the cc and reduces overall drg lb potency aswell, though drg by itself needs nerfs regardless, it's way out of whack compared to the other melee jobs in any mode..
    I'd be wary about the holy combo wombo triple nerf. Double nerfs are already a risky slippery slope. Remove the pull in and see how it goes already, no need to nerf everything to the ground. Nerf further or change some things if the problem persists after.

    DRG on its own is powerful, but it's also one of those jobs that tends to overperform at lower skill levels, stay strong at higher but especially because of its nasty burst more than the LB. If you get into tournaments or super high crystal rankings, well... the LB is.. really hard to use.

    Saw the tournament finales? Barely 15 or 20% of DRG LB went through and dealt some manner of damage. They all had a DRG, but mostly for its burst and range.
    (2)
    Last edited by Valence; 08-01-2023 at 06:42 PM.