If you can pop purify as you anticipate a dive, you can run right past them potentially. One thing I enjoy about pvp is seeing small strategies evolve over time and how teams learn to adapt and overcome those problems.
Agreed, but I think this leads to reasons for excitement as well as a serious cause for concern.
As Valence noted, this seems to be a step back towards the DRK+ premade meta. If such premades stack the role actions as an effective force multiplier, we might be back where we started, but with the less-committed players simply amplifying the issue.
Or to put it another way, 7.2 likely has a much higher skill ceiling. In a vacuum, I think we all agree that is a good thing; there was certainly room for it. But if we continue to mix rookies and the disinterested into the same matches as well-oiled premade machines, the net result may be less than entertaining.
Video short idea for you content creators. Get a bunch of tanks at WDP in the dueling area punting each other 30 yalms. Trust me on this, if you stagger the timing of each pair it'll be gold, particularly when combined with post-punt gap closers.
Suggested background music: Puppet On A String.
As for frontlines, This will be absurd. It's an ability so it's free cast, every 15 seconds. The only ability with a longer range is Machinist Ult.
As much as things like Full Swing and Comet are powerful, Ranged have the advantage always in Frontline for being able to keep away, and until this ability is nerfed I expect very degenerate play-styles where the majority zones away firing these.
It's going to be a total clown show until at least 7.15.
Last edited by SalamanderIX; 03-25-2025 at 05:03 AM.


I don’t think a higher skill ceiling on FL is really a good thing for the casual crowd at all. It was already pretty high. We’re definitely moving towards many more one sided stomps in the upcoming months.Agreed, but I think this leads to reasons for excitement as well as a serious cause for concern.
As Valence noted, this seems to be a step back towards the DRK+ premade meta. If such premades stack the role actions as an effective force multiplier, we might be back where we started, but with the less-committed players simply amplifying the issue.
Or to put it another way, 7.2 likely has a much higher skill ceiling. In a vacuum, I think we all agree that is a good thing; there was certainly room for it. But if we continue to mix rookies and the disinterested into the same matches as well-oiled premade machines, the net result may be less than entertaining.
Right, that's precisely my worry. A higher skill ceiling is only good if the player pool is comprised of players who want to get better. Or a pool that can be tiered based on skill.


the role actions are a brought back addition they removed a few years back. though knock back should be fun though with the ability to get rid of the shield.Good gravy.
Just reading through the extensive changes, Frontline is going to be a very different beast.
There are some definite positives here. Tanks/melee look like the big winners with the reduction between action execution and effect activation. But if it works, I think everyone will be pleased with that since it should feel much crisper.
Some of the role actions are... surprising. I can't quite imagine what a 30-yalm knockback (Full Swing) is going to look like. Isn't that about twice the diameter of Onsal mid?
Healers have more choice as to whether they're going to heal (either spot or shield), or emphasize their role as green dps.
Overall I think this will take AST out of S+ tier, which will give me the nudge I need to try some other jobs.
And irrespective of the specific changes, everyone basically gets one extra button which can only be good. Particularly if it produces AFK puree of the non-combatants.


nah, i don't think its going to go back to the drk meta, its going to change things up for sure. I still think its going to be the same, premade are going to stomp no matter what, the casuals will roll over and and just roll with it and just get the xp and move on about their day in regards to frontlines. No point in speculating though. knock back has itr uses, its great to swat paladins and drks. I think a lot of ht3e older players have forgetting these role actions used to be apart of the pvp kits before pvp got revamped.
Ehh not at all, it's nothing game-breaking... Even less since 7.1 introduced several guard-reducing mechanics already. Ranged is also one of the least efficient roles in frontline to begin with..
As for frontlines, This will be absurd. It's an ability so it's free cast, every 15 seconds. The only ability with a longer range is Machinist Ult.
As much as things like Full Swing and Comet are powerful, Ranged have the advantage always in Frontline for being able to keep away, and until this ability is nerfed I expect very degenerate play-styles where the majority zones away firing these.
It's going to be a total clown show until at least 7.15.
The new skills won't make up for drk's pull nerf in 7.1. Sure they will return but nothing as bad as pre-7.1.
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