There's really not much of a stall meta in FL (on Aether). Like you'll occasionally see an invuln PLD sitting on a node, but their ability to not die is much more limited in FL than CC. Whether the devs know that is another question.I'll reserve my final judgement overall until I see the individual job adjustments and role actions along with the Battle High for PVE on Secure (Interceptor Drones if you missed it).
Just a guess, but perhaps the goal is encouraging faster games like many of the Crystalline Conflict changes have been encouraging faster games and less ability to stall on the point.
I do think it's weird to make these changes that without any additional context seemingly encourage more steamrolling in the mode and offering less recovery for players on the losing/inferior teams.
Generally I feel like this would be a negative experience for 2/3s of players in the game, but hard to say without Square providing any additional reasoning/changes at this time.
I'm not really looking forward to reinforcing a possible AST/SCH/Ranged stack meta, but I survived the era of WHM-lines so we'll see...
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