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  1. #1
    Player
    gidsonBrand's Avatar
    Join Date
    May 2024
    Posts
    118
    Character
    Gidson Brand
    World
    Goblin
    Main Class
    Dancer Lv 90
    Quote Originally Posted by Valence View Post
    There will never been any skirmishes like back in HW/SB as long as mount speed remains increased and map design and objectives don't push more seriously for team splitting.
    One of the few good parts of Secure was the ability to shadow capture the enemy's nodes when the teams go to the middle, or if you're just feeling cheeky. That came with the risk of getting 24 players coming after you, but it could possibly result in a 4v8 or 8v8 situation if maps are designed like this in the future.

    My main point is, more firepower from role actions, battle high, even the Secure point's damage buff means that kills and progress can be made without the entire alliance present. And I LOVE that!

    Quote Originally Posted by Valence View Post
    Ad for the zerg tactics or not, if we go back to the premade meta where one premade can just play the game for the whole team?
    Honestly, if we had to split into more skirmishes (and have the ability to win by doing so) then the meta might turn into 6 premades on a team, just for the added coordination. Which would be awesome -- right now, either the entire alliance succeeds or nobody does. If I'm going in with 3 of my friends, I at least want us to say we did something cool rather than getting anchored.
    (1)
    I do pvp stuff -- twitch.tv/gidsonBrand

  2. #2
    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 gidsonBrand View Post

    Honestly, if we had to split into more skirmishes (and have the ability to win by doing so) then the meta might turn into 6 premades on a team, just for the added coordination. Which would be awesome -- right now, either the entire alliance succeeds or nobody does. If I'm going in with 3 of my friends, I at least want us to say we did something cool rather than getting anchored.
    Which would be quite interesting.

    But arguably the meta should have already evolved into six premades per team. And it hasn't for obvious reasons.
    (1)

  3. #3
    Player
    FALCSMASH's Avatar
    Join Date
    Aug 2014
    Posts
    10
    Character
    Inspector Hildibrand
    World
    Brynhildr
    Main Class
    Conjurer Lv 39

    New changes to frontlines seems entertaining. However,

    I like the direction Frontlines is going in but the server tick needs to be addressed as well. We can enhance actions all we want but until we can read the abilities/damage we are giving and receiving we will continue to see the same complaints. Skill is not always the answer or excuse we can throw as the problem. I see many threads say "You can't go by the animations" However there is never an answer to what to go to instead. Changes that I think need to be addressed are.

    -Make Recuperate more expensive for non-support roles. Instead of 2500MP, make it 4000MP peruse. Non-support class sustainability is a little too good.

    -Give us stun/silence vulnerability cd's. We should get a 30-second or longer immunity after being stunned or silenced consecutively. Frontlines has become someone who can hit you with stun/silence consecutively long enough so you can't act until your health bar is depleted.
    (1)

  4. #4
    Player
    WutWut's Avatar
    Join Date
    Oct 2024
    Posts
    40
    Character
    Akira Hawke
    World
    Coeurl
    Main Class
    Pictomancer Lv 100
    Quote Originally Posted by FALCSMASH View Post
    I like the direction Frontlines is going in but the server tick needs to be addressed as well. We can enhance actions all we want but until we can read the abilities/damage we are giving and receiving we will continue to see the same complaints. Skill is not always the answer or excuse we can throw as the problem. I see many threads say "You can't go by the animations" However there is never an answer to what to go to instead. Changes that I think need to be addressed are.

    -Make Recuperate more expensive for non-support roles. Instead of 2500MP, make it 4000MP peruse. Non-support class sustainability is a little too good.

    -Give us stun/silence vulnerability cd's. We should get a 30-second or longer immunity after being stunned or silenced consecutively. Frontlines has become someone who can hit you with stun/silence consecutively long enough so you can't act until your health bar is depleted.
    1) Nerfing recuperate like this will only make Frontline even more rDPS and more premade reliant in practice: suddenly it's going to matter more if you're queuing up with a dedicated healer, and we're going to return to the pocket healer era. mDPS and tanks are perfectly killable as is with smart use of CC and burst damage.

    2) 30 seconds sounds very long, but I could agree with some form of CC resistance outside of purify and similar support abilities: we actually had this for a while in ShB! 10s immunities for each type of CC and it being applied again. This was sorely missed when 6.1 came around.
    (1)
    When are AccountIDs getting removed from clients again? Multi-billion dollar company

    https://forum.square-enix.com/ffxiv/threads/516700-Patch-7.2-s-Account-ID-protection-measures-have-already-been-circumvented

  5. #5
    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 WutWut View Post
    1) Nerfing recuperate like this will only make Frontline even more rDPS and more premade reliant in practice: suddenly it's going to matter more if you're queuing up with a dedicated healer, and we're going to return to the pocket healer era. mDPS and tanks are perfectly killable as is with smart use of CC and burst damage.

    2) 30 seconds sounds very long, but I could agree with some form of CC resistance outside of purify and similar support abilities: we actually had this for a while in ShB! 10s immunities for each type of CC and it being applied again. This was sorely missed when 6.1 came around.
    I think CC resistance is precisely the sort of thing that role actions could address effectively. I really like the idea of individual players having the choice to add such a defensive tool, or skip it in favor of an offensive one.

    I do hope the devs keep their eye on the ball as the players experiment with these role actions, though. One of the main problems in 6.X was that they basically left it alone for way too long, despite the obvious shortcomings once the meta had stabilized.

    I also hope everyone involved in matches actually has the role actions on their UI, but I'm not optimistic.
    (0)