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  1. #1
    Player
    Miki_L's Avatar
    Join Date
    Nov 2023
    Posts
    55
    Character
    Miki Loire
    World
    Midgardsormr
    Main Class
    Gunbreaker Lv 100
    Part of the issue with DRG + DRK is the general lack of player skill. I think with the change where DRG LB's now appear red things may get slightly better (yeah right!). I'm more disappointed that there aren't other combos in the game like it to diversify it a bit. Ideally, moves get different properties in frontlines and more jobs can synergize in this way.

    The lack of updates for the mode for several patches has been severely disappointing. I thought the last set of frontline specific adjustments all made sense, they just didn't take it far enough and missed some things (AST).

    I think randomness is necessary for how the playerbase plays this mode, which is full of casual players using no comms whatsoever. If you consider the least random of all the maps (Shatter), it features the largest steamrolls when premades are involved. Of course there are other reasons why this is the case, but the general symmetry and predictable flow of the match means that once you are ahead you generally do not need to take risks which is why the best strategy for that mode is to ignore ice for the first part of the game and just focus on battle high. I find it funny that the super esports competitive mode Crystalline Conflict has more map gimmicks than the more casual mode with mostly roulette players in Frontline.
    (7)

  2. #2
    Player
    Mayhemmer's Avatar
    Join Date
    Aug 2022
    Posts
    328
    Character
    Tanu Ki
    World
    Faerie
    Main Class
    Dancer Lv 90
    Quote Originally Posted by Miki_L View Post
    I think randomness is necessary for how the playerbase plays this mode, which is full of casual players using no comms whatsoever.
    I will admit, the way objectives are designed currently does make sense for the 3-team design. I imagine it's harder to justify perpetually-static, symmetric objectives when you have to consider the presence of an odd number of participants on an asymmetrical map.

    Personally, I just feel the adherence to the 3-team design lends to a lot of problems that might otherwise not exist, and is extremely frustrating to play around.
    (0)

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