So they not only kept salted earth, but also gave a ranged version to sages? That's an interesting double take for FL players for sure...
What are they smoking? 16s recast and instant bind?
So they not only kept salted earth, but also gave a ranged version to sages? That's an interesting double take for FL players for sure...
What are they smoking? 16s recast and instant bind?
Overwatch 2 <--
frontline dark knight haters when the bard duo pops lb:
Still disappointed with them leaving samurai LB as it. Interaction is going to continue to be horrible. Congrats on teaching the community on how to avoid Chiten. Now do the same with avoiding other defensive abilities with some of the other classes. Smh....hopefully that bug between the LB and guard is fixed.
What bug would this be?Still disappointed with them leaving samurai LB as it. Interaction is going to continue to be horrible. Congrats on teaching the community on how to avoid Chiten. Now do the same with avoiding other defensive abilities with some of the other classes. Smh....hopefully that bug between the LB and guard is fixed.
I am incredibly disappointed with the changes to RDM, GNB, and AST specifically. Taking away the cool job fantasy they had is sad. I loved Draw/Junction, Cards, and Red/White shift.
Seems like people are doing more damage for less result (K/A) and the matches are taking longer. Not minding the change though.
I was hoping getting bounced around like the ball in a pinball machine was a symptom of mid on Onsal, but it seems global in any fight. With Purify down to 3s I'm not sure pre-Purifying is viable anymore. And with skills that need to be chained, it's frustrating to get half way through your burst only to be incapacitated.
Probably just a skill issue on my part though.
How are we feeling about the Red Sands change in CC?
Played a couple of games and feel like there's just too many avenues too close to checkpoints now. You have about 4 different flanks to watch in your own spawn checkpoint and the pre-made callouts aren't really fit-for-purpose in communicating where they're coming from. You also have 2-3 escape options in the spawn checkpoints with an express path that forks into two more express paths, allowing players to back out, hide and get back in where the defensive team can't easily counter.
Maybe it's just because it's all very new but I'm not having fun at all with new Red Sands. The new Cloud Nine is great imo.
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