Complain? I just found it funny 'cause I didn't know about it the "fix", so it was a terrible example. Also, they weren't addressing any of my points, not really. But it was funny so, shrug...
Maybe it was a bit rude, I apologize for that.
But for anyone who has paid any attention to how PvP has evolved in this game, you'd know that introducing a "fix" 1.5 years after, or about half a year until it's potentially** abandoned, it's absolutely ripe for criticism (**potentially; it may for all we know still exist after 7.1. do you know something about that perhaps? would like to know). At 6.55? It feels more like a punch in the gut at this point, lol.
The 2 latest PvP systems have only existed for about 2 years each; saying years or even centuries doesn't matter sounds rather ignorant. The2 other overhauls were in 5.1 and 6.1; it remains to be seen what SE does with FL in 7.1.
Besides, Purify wasn't really directly what I was talking about. The point is: design + playerbase + netcode = mostly frustrating gameplay. Imo playerbase is the biggest problem (NA/EU), but SE is to blame.
Last edited by Guesswhat; 08-21-2024 at 07:46 AM.




After reading this, I wonder if even just adding several "Frontlines-only" actions would've been feasible while also alleviating the issue. God knows our PvP hotbars are barebones anyway.
If they didn't want to give Resilience the ability to negate displacement effects (and they clearly don't, as it hasn't been done by now), a PvP "Arm's Length" action that is only available in Frontlines (and I guess Hidden Gorge) and otherwise "greyed-out" in Crystalline matches would probably have sufficed more than having to actually adjust DRK's toolkit. It doesn't affect their sacred Crystalline 5v5 "balance" that is all they are concerned with 95% of the time, and helps in giving tools to curb multiple DRK (or any) draw-ins in FL's job-stacked ridiculousness.
In that vein, I wouldn't be opposed to other niche FL-only actions and abilities that would be non-intrusive to Crystalline balance while keeping FL slightly more manageable. In addition to a FL Arm's Length, I could see a 10 second self-shield ability that doesn't give you any more than what a SCH can apply, on a long cooldown of 2-3 minutes (no bonus points for guessing what that alleviates). I also wouldn't be opposed to a mid-ranged 0-damage "Spirit Dart" or something that is also on a long 2-3 minute cooldown that depletes 2000 MP or something off the target; what with how rampant self-healing is in Frontlines, and how they insist on leaving Elixir as a perpetually available action... Or hell, maybe all these extra abilities could share the same cooldown.
I'm not holding my breath for anything substantial in 7.1; we've been burned too many times for that. But if they are so deathly concerned with how jobs function in Crystalline and don't want to mess with them in regards to their performance in Frontlines, there's ways to go about it without having to retool abilities with both modes in mind, which is an insane undertaking.
Almost like we need to go back to go forward again, but I think it used to be on even higher cooldownIf they didn't want to give Resilience the ability to negate displacement effects (and they clearly don't, as it hasn't been done by now), a PvP "Arm's Length" action that is only available in Frontlines (and I guess Hidden Gorge) and otherwise "greyed-out" in Crystalline matches would probably have sufficed more than having to actually adjust DRK's toolkit. It doesn't affect their sacred Crystalline 5v5 "balance" that is all they are concerned with 95% of the time, and helps in giving tools to curb multiple DRK (or any) draw-ins in FL's job-stacked ridiculousness.
Retired skills..
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It's no wonder you struggle with Frontline, when you don't understand the gamemode at all. Frontline isn't a skirimish simulator or just a means to provide some set piece to shoot some gpose (seen it a few time), it's a point based wargame, where the winning team is decided by whoever reaches a certain point amount first, or who has the highest points after a certain amount of time. The only thing that matters for a win, is generating more points for your team than the enemies do in the same amount of time. It's not about some honorable combat, or how much "fun" you had pressing your buttons, or which class you want to level or any of the other inane delusions people have when joining the mode and deciding what "really matters".Agree Agree Agree Agree.
The system has way too many flaws and loopholes that are too easy to exploit. PvP is not about how many exploits can we abuse to obliterate the other teams as fast as possible, rack up as many points as we can, and flaunt how "got gud" we are. That's just BS.
PvP should be about skill, and can my skill vs your skill take you out before you take me out. There are people on the other side of them characters. They are not NPCs to picked off like in a game of Duck Hunt. That is what pisses me off the most: the dehumanization of our fellow players. The spirit of PvP has long gone out the window with these Abusers of Exploits.
That is what's driving new people with an interest in PvP away. That's exactly why I walked away.
The only skill expression that matters is points. If you feed, that's a net negative on the team's score. Afk? That maybe neutral on your own team, but the other team without the afk has an advantage, so still a net negative. Constantly doing nothing but licking ice and then get absolutely destroyed in any engagement? Net negative skill expression. Just running away instead of helping your team retreat orderly? Net negative. Less than 200k damage in a 12 minute game? Net negative. 7+ Deaths? Net negative. Constantly staying back as a ranged class and doing nothing but hitting the invulnerable tank instead of properly engaging the enemy flank or back ranks? You guessed it, net negative.
Objectives, kills, positioning and reinforcing only matters in terms of points. That's why a handful of premades make such a big difference. Because there are too many people doing nothing but being a net negative on their own team. All the regular trashtalkers of this thread can come in here and bloviate about how so many premades aren't rEaLlY tHaT gOoD until the cows come home, but they have high winrate, because they are doing the things that are necessary to win the game itself. While too great a portion of this community spends more time making excuses for being a drag on their own team then actually engaging with the content they queue for.
You want to actually be better at Frontline? Start to learn what you need to do to be a net point positive for your team. Listen to your commanders, or learn how to be a good one yourself. Learn how to play more classes and be able to switch to whatever is needed with your team composition. Help your team engage, and help it retreat as well. Make a stand against all the afkers, feeders, and "it's just a game, bro" leeches by either kicking them out, calling them out, or at least shut up when they get chewed out by others, and don't make excuses or defending them. The griefers see you enablers as nothing but suckers anyway.



well in this seize match for some reason stunlocks and limit break stacking is annoying
felt like wow pvp
1 enemy player stuns you and everyone else unloads their burst+ stuns and then you die cant counterplay it
but i think we(flames) got second place away from maelstrom
Last edited by AriannaStormwake; 08-24-2024 at 03:00 PM.

sir/ mam this is the frontlines thread


According to information provided by Japanese side, Yoship has expanded the size of PvP design team for Dawntrail and updated Secure or a new Frontline map will be introduced
Let's hope they abandons the DR system introduced in 6.1 and revert back to 5.1 version.
But be warned, 5.1 version DR will means Veterans one side slaughtering casuals.


Based on the language from the last update they provided to us in English it sounded more like a Borderlands rework, which I don't really have high hopes for unless this design team has been playing other PvP games to find out what works/doesn't work. Especially with 3 teams full to the brim with a low combined brain cell count.
Very brave to post screenshots with full names. I am sure the mods don't mind it here and totally wont delete your post.
Just look at that anonymous monk in it, pressing recuperate an amazing 5 times, while receiving a total of 360k dmg, doing a total of 18k dmg
Wow, he managed to press 1 button like at least 3 times in row during 7min.
Meanwhile his warrior friend did 6 times his damage. With the same amount of deaths.
Is it really the premades fault?
Assuming he was afk standing around and only hit somebody at the end, well too bad, you can't kick someone for inactivity, have to wait for 5min in a duty. The match was almost over in that time frame lol. They should reduce it to 2min or something.
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