
Originally Posted by
Aubrey_A
I feel like the whole approach to remedying the DRK/[Insert Class] issue is a CC issue, so we are beating a dead horse trying to figure Frontline balance resolutions. The potential resolve is going to be one that works in both CC, with an "unintended" QoL improvement to FL.
Spitballing ideas (open to critique), I think DRK's Salted Earth utility should be revised. Instead of a draw-in ability with a radius of 10 yalms, Salted Earth should give a 5 or 10 yalm pushback. It makes some sense in CC because it would clear off the crystal of the enemy team much in the way Reaper's LB does, while keeping the damage reduction, 2k heal ticks, and 2k damage ticks. Upon re-entry of salted earth, the bind could still be activated. The switch in utility would change how DRK fundamentally plays in CC, but hopefully not reduce its overall effectiveness (looking at Quietus)?
The end result in FL would be less of a singular point to dogpile [inset class] limit breaks onto (e.g. Dragoons LB, GNBs LB, DRKs own LB, etc), while keeping utility to clear out objectives and make for some height plays on Onsal, Shatter, and Seal Rock (to some extent).
We're also talking about AST in this thread. What do we think about damage drop-off on Macrocosmos? Maintaining its 12k at close range, but decreasing down to 6k the further the enemy is from the Astrologin. Or on a slightly different note, reducing Gravity II's range down to 15? This would put AST more in the line of danger to make the most of Macrocosmos, or to get the cast off on their 1 or 2 Gravity II. I don't have enough experience with AST in CC to know if this would ruin it's capabilities there, or if there a benefit AST could be given as a trade. Regardless, that would be the main barrier to implement any AST changes.