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  1. #1
    Player
    Ardeth's Avatar
    Join Date
    Apr 2016
    Location
    Ul Dah
    Posts
    1,083
    Character
    Bungo Cotton
    World
    Halicarnassus
    Main Class
    Dragoon Lv 100
    Quote Originally Posted by localareanetwork View Post
    I mostly play Solo and when I play with friends we almost never run Dark Knight, just stuff for fun.



    Why not try countering the drk jumping in with CC? pre popping guard if you can't run away in time? stunning the reaper/dancer that will try to guard break? You can make a difference.

    However, I still think the Dark Knight meta needs to go lol
    It's the point that you counter the one, but the three other Dark Knights yonk you. You can only purify so much that fast. I've been yonked 3 times in a row, turned into an imp, and charmed by a Dancer all within seconds of each other. Sure, you can stop one on their own, but not all that. And sure, you could argue that if you got hit with that much, you should die. And I don't disagree with you. Sometimes, you get mobbed by the enemy team/teams. But there's something wrong with the amount of stuns and how they can interact and stack with each other. Again if your whole team gets salted earth and in that moment they get spam limit breaked and they all die it's frustrating, but you try to move past it and stop clumping up, but when it happens multiple times a game it's an issue.

    Personally, I think Salted Earth and Imp need to be a limit break. Something that isn't so easy to use. And maybe have purified nullify the stuns for x amount of seconds.

    This isn't competitive pvp. This is casual pvp. The majority of people are doing it for the experience boost and the series xp. Nobody is 50-0 killstreak engaging in casual pvp and if you're then that's on you, but they really need to look at who is actually playing the pvp and service them as customers before they figured out more ways that skilled players can take advantage of your average Joe's.

    From what I have played in pvp, I don't think SquareEnix knows what they're doing, to be honest.
    (3)
    Last edited by Ardeth; 09-16-2024 at 11:34 PM.
    "You haven't proven that it is safe, you've (only) proved that you can't figure out how it's dangerous."

  2. #2
    Player
    Aravell's Avatar
    Join Date
    Aug 2017
    Location
    Limsa Lominsa
    Posts
    2,002
    Character
    J'thaldi Rhid
    World
    Mateus
    Main Class
    Machinist Lv 100
    Quote Originally Posted by Ardeth View Post
    Personally, I think Salted Earth and Imp need to be a limit break. Something that isn't so easy to use. And maybe have purified nullify the stuns for x amount of seconds.
    The monkey paw curls, Afflatus Purgation now turns everyone hit by it into harmless critters.
    (2)

  3. #3
    Player
    Ardeth's Avatar
    Join Date
    Apr 2016
    Location
    Ul Dah
    Posts
    1,083
    Character
    Bungo Cotton
    World
    Halicarnassus
    Main Class
    Dragoon Lv 100
    Quote Originally Posted by Aravell View Post
    The monkey paw curls, Afflatus Purgation now turns everyone hit by it into harmless critters.
    I get what you're saying, but if something is abused, logic says you find a way to balance against everything else.

    Like what you said about Afflatus Purgation, I wouldn't care if it worked like Polymorph does in Wow. Where in I can break the poly with my purify skill, and if I take damage while Polymorphed, I turn back to myself. That way, it works for a purpose, but it can be countered. Also, Polymorph heals you while you are transformed, adding more balance to it.

    As it is now, it's fish in a bucket trying to dodge a shotgun blast while being disorientated.

    But I've said my peace with it. I'm done with it for the foreseeable future. I'll just CC for my next series rewards. This was my first time using Frontlines and going the lazy route, and it was nothing but misrable because of SquareEnix's incompetence towards balance and how skills interact with each other.

    At least CC is quick, and because the teams constantly rotate, the games have variety. I just wish they knew that the rewards are borked. Seriously, if you only cared about series xp, it's faster to lose twice in 5 minutes than it is to win once. But that's an easy adjustment they still haven't made, lol.

    I'm not kidding, btw. A win is 900, and a loss is 750 if I remember correctly. Setting that up is impossible. It's just a funny oversight.
    (2)
    Last edited by Ardeth; 09-17-2024 at 12:07 AM.
    "You haven't proven that it is safe, you've (only) proved that you can't figure out how it's dangerous."

  4. #4
    Player
    Muutaras's Avatar
    Join Date
    Aug 2020
    Posts
    34
    Character
    Ijn Akagi
    World
    Brynhildr
    Main Class
    Sage Lv 100
    Quote Originally Posted by Ardeth View Post

    Personally, I think Salted Earth and Imp need to be a limit break. Something that isn't so easy to use. And maybe have purified nullify the stuns for x amount of seconds.

    From what I have played in pvp, I don't think SquareEnix knows what they're doing, to be honest.
    I don't know why some people think that MoN need to be LB, When it just solo skill, what was already a bit fixed with CD. DRKs Salty with weird distance pull aoe 30sec VS solos skill with 45 sec CD what a sense?
    Mostly again trouble that jobs made for CC, where you can have limit for jobs, while FLs welcome to world of 8-9 bards, 10 SCH, 5 DRK, 8 summoner Nuke squad and etc. But we have only one charge of Guard VS several pulls it wont help. It's why I barely even take DRK for play, wont suppost low skilled pvp abuse. But good DRK really doing a lot of works for team(only in pray that it wont be Shatter, where people turn on Minecraft mode and just hit ice all game on tanks and they finally score just disgusting + they let our team down.
    Some games really turned in 30 sec meta xD
    1)Zero drk premade, or just basic player DRK-> basic old game.
    2) One cool DRK premade-> can be hard if your team dont know how control them and focus Dancer/ASTs instead of try kill undead DRK(with good combo of control DRK can be almost instant sent to spawn). Still ok game if your team not lemmings.
    3) Several DRK premades on one side -> usually already trouble because multi pulls effect create a lot of troubles and be ready for 2vs1 against this DRK team.
    4) Several teams with DRK premades-> usually can be random win/lose, because people will try fight with another drk premade and less focus 3rd team, but RNG Gods can make you win anyway.
    5) All team with DRK premade and just random people who takes aoe damages/controls-> Tryhard game where value will be on team who wants cooperate for win and use skills in cool timings. Still randomizer for win/lose tho. Because DRK premades can get hate from one team xD
    What works good in CC, not cool for FLs. And it why I want that they will remade or separate skills effects for CC and FLs, or reduce value of dmg for all aoe skills like basic skills must hit 5people like size of CC team, if your aoe skills hit more then 5 people -> spread your max cap dmg from 5 people to all of this crowd of 6+ people. Because this the floating damage coefficients they added were pretty funny and almost useless. SCH instead of to do 6-8 mil will to do 5,5-7 mil, and its barely can change anything, but anyway they cancelled this -10% job modify, what what must to be for FLs rules Healers doing 50% of their damage, tanks doing 60-80% of their damage and only dps just can to do full potency hits. Still dont know why they decided full delete old healers where they had minimum dmg and they work was directly heal team, but dont sit like now with several million damage and overdamage even aoe dps jobs lol.
    (0)
    Last edited by Muutaras; 09-17-2024 at 02:44 AM.

  5. #5
    Player
    Ardeth's Avatar
    Join Date
    Apr 2016
    Location
    Ul Dah
    Posts
    1,083
    Character
    Bungo Cotton
    World
    Halicarnassus
    Main Class
    Dragoon Lv 100
    Quote Originally Posted by Muutaras View Post
    I don't know why some people think that MoN need to be LB, When it just solo skill, what was already a bit fixed with CD. DRKs Salty with weird distance pull aoe 30sec VS solos skill with 45 sec CD what a sense?
    Mostly again trouble that jobs made for CC, where you can have limit for jobs, while FLs welcome to world of 8-9 bards, 10 SCH, 5 DRK, 8 summoner Nuke squad and etc. But we have only one charge of Guard VS several pulls it wont help. It's why I barely even take DRK for play, wont suppost low skilled pvp abuse. But good DRK really doing a lot of works for team(only in pray that it wont be Shatter, where people turn on Minecraft mode and just hit ice all game on tanks and they finally score just disgusting + they let our team down.
    Some games really turned in 30 sec meta xD
    1)Zero drk premade, or just basic player DRK-> basic old game.
    2) One cool DRK premade-> can be hard if your team dont know how control them and focus Dancer/ASTs instead of try kill undead DRK(with good combo of control DRK can be almost instant sent to spawn). Still ok game if your team not lemmings.
    3) Several DRK premades on one side -> usually already trouble because multi pulls effect create a lot of troubles and be ready for 2vs1 against this DRK team.
    4) Several teams with DRK premades-> usually can be random win/lose, because people will try fight with another drk premade and less focus 3rd team, but RNG Gods can make you win anyway.
    5) All team with DRK premade and just random people who takes aoe damages/controls-> Tryhard game where value will be on team who wants cooperate for win and use skills in cool timings. Still randomizer for win/lose tho. Because DRK premades can get hate from one team xD
    What works good in CC, not cool for FLs. And it why I want that they will remade or separate skills effects for CC and FLs, or reduce value of dmg for all aoe skills like basic skills must hit 5people like size of CC team, if your aoe skills hit more then 5 people -> spread your max cap dmg from 5 people to all of this crowd of 6+ people. Because this the floating damage coefficients they added were pretty funny and almost useless. SCH instead of to do 6-8 mil will to do 5,5-7 mil, and its barely can change anything, but anyway they cancelled this -10% job modify, what what must to be for FLs rules Healers doing 50% of their damage, tanks doing 60-80% of their damage and only dps just can to do full potency hits. Still dont know why they decided full delete old healers where they had minimum dmg and they work was directly heal team, but dont sit like now with several million damage and overdamage even aoe dps jobs lol.
    I'm gonna need this translated and the paragraphs spaced out. No offense, but I tried to read it, and there's so many acronyms and short hands that I got lost in the lights.
    (2)
    "You haven't proven that it is safe, you've (only) proved that you can't figure out how it's dangerous."

  6. #6
    Player
    Muutaras's Avatar
    Join Date
    Aug 2020
    Posts
    34
    Character
    Ijn Akagi
    World
    Brynhildr
    Main Class
    Sage Lv 100
    Quote Originally Posted by Ardeth View Post
    I'm gonna need this translated and the paragraphs spaced out. No offense, but I tried to read it, and there's so many acronyms and short hands that I got lost in the lights.
    Haha yeah, 3k limits in message xD
    (0)

  7. #7
    Player Mawlzy's Avatar
    Join Date
    Sep 2023
    Posts
    2,824
    Character
    Jessa Marko
    World
    Adamantoise
    Main Class
    Machinist Lv 100
    Quote Originally Posted by Ardeth View Post
    This isn't competitive pvp. This is casual pvp. The majority of people are doing it for the experience boost and the series xp. Nobody is 50-0 killstreak engaging in casual pvp and if you're then that's on you, but they really need to look at who is actually playing the pvp and service them as customers before they figured out more ways that skilled players can take advantage of your average Joe's.
    After a lot of back-and-forth on the PvP sub-forum, I've concluded this is a huge part of why FL is currently so unappealing.

    For a minority players, FL is very much competitive PvP. People like Olivia are incredibly knowledgeable about the mode, both tactically and strategically, and form highly effective premades to maximize their win-rate. Since the object of the exercise is to win, one can hardly blame them, although it's not an approach I'd take.

    On the other end of the spectrum, we have players who are "just there for the XP" who basically contribute nothing to their team and get stomped.

    The big problem I see is that, caught between these extremes, there are players who might become FL enthusiasts, but who consistently find themselves in lopsided matches in which a premade is smashing everything in its path. They also notice that, despite genuinely trying, their K/D/A/Dmg doesn't approach the top players (largely because those top players are sitting in premades).

    My worry is that the net result of all this will be a shrinking FL community, since the current situation is so demoralizing for new players. My preferred solution is crude matchmaking that separates players into three tiers based on their current win-rate, with PvP sprouts placed in the bottom tier until they've played some appreciable number of matches.
    (3)