Are you talking about Frontline?Eh, the MCH "buff" won't really make much of a difference when we're still one of the most impacted jobs from the hit detection changes/increased HP pools (still trying to get a KO with LB since 7.1) and have non-utility/nil-survival compared to the rest of the ranged jobs that can hit harder, do more, and live long enough to do it.
Hell, the increased amount of other ranged jobs showing up has rendered two of our skills defunct, with one of those skills throttling our Tool rotation, or how everyone and their dog can do Guard pierce now so MCH doesn't even have that going for it anymore, Drill's damage be damned.
Wasn't expecting the Astro gravity nerf, but it's made my poor and reckless playstyle more enjoyable.
Glad they fixed buffs not going off when you hit someone who happened to die during your 300ms wind up attack animations.
As far as the changes concern Frontlines, the changes will do nothing to shift teams from being 99% ranged. The Potency changes are nice, but without diminished returns, Melee will still remain out of favor, and the many buffs given out to ranged jobs will cement that further, aside from AST. They deserved the smack down and nerfs they recieved.
Not significant enough changes to revive my interest in PvP.
I figured after enough matches I'd get used to the new hit detection and other issues, but I just don't enjoy the way it feels. Will have all jobs at 100 by the end of the week, then I'm done with PvP until the role actions get added.As far as the changes concern Frontlines, the changes will do nothing to shift teams from being 99% ranged. The Potency changes are nice, but without diminished returns, Melee will still remain out of favor, and the many buffs given out to ranged jobs will cement that further, aside from AST. They deserved the smack down and nerfs they recieved.
Not significant enough changes to revive my interest in PvP.
FWIW, the games are for the most part more interesting, in the sense the DRK meta is no more. And playing ranged is less bad than melee/tank. But overall it's just not my thing anymore.
The DRK meta hasn't changed. 7.1 and 7.15 did nothing to change that unfortunately.
To clarify, on my earlier post, I meant wildfire being the reduced action from 5 to 4. Full Metal Field being the new action that generally follows up the combo. It's likely why they nerfed our Marksmans spite. Though not many I've seen, pop guard in time to stop it.Eh, the MCH "buff" won't really make much of a difference when we're still one of the most impacted jobs from the hit detection changes/increased HP pools (still trying to get a KO with LB since 7.1) and have non-utility/nil-survival compared to the rest of the ranged jobs that can hit harder, do more, and live long enough to do it.
Hell, the increased amount of other ranged jobs showing up has rendered two of our skills defunct, with one of those skills throttling our Tool rotation, or how everyone and their dog can do Guard pierce now so MCH doesn't even have that going for it anymore, Drill's damage be damned.
This patch felt like an overhaul of the heavy/displacement actions on a large scale and I can understand. I guess the only thing to do is use bioblaster and save analysis for Air Anchor on the follow up attack since that provides a stun instead of bind and keep your Scattergun on hand for your get-away tactic.
Same for Primal. Well, not "nobody" but the draw-in is three times more reactable to now to the point of you can purify or shield on-reaction as the DRK's salted animation begins, making the old tactic not nearly as effective for randos. This is probably the most varied FL matches have been in a while.
The changes to Shield Oath do not feel good. While I fell in love with PLD for the unique playstyle of having to balance your defensives for your teammates vs yourself in Guardian, and therefor want to be able to use it as often as possible, I can understand why they've made that change. My own survivability has felt pretty hampered by the tweak to Shield Oath, though, which ultimately is a lot more frustrating.
On Aether I've been in multiple matches not only with no DRKs, but also with no tanks at all. SE sure has some novel ideas about balance.Same for Primal. Well, not "nobody" but the draw-in is three times more reactable to now to the point of you can purify or shield on-reaction as the DRK's salted animation begins, making the old tactic not nearly as effective for randos. This is probably the most varied FL matches have been in a while.
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