


This is such a strange thing to say. It was my main form of combat content from when I started in Stormblood all the way until they gut it in Endwalker. Now after 7.2 it's back up there as sometimes the only combat content I might do in a day. Definitely not the only one and I can recognize names from over the years.

Given how these forums only talk about Frontlines, seems like it.
For me, it remains an eyeroll mode, people don't play it for a W, it's always a mess with a lot of people who just 'don't care', and it's quite disheartening how you barely see people talking about CC or even class changes and compositions for the PvP mode that genuinely has a skill expression and, you know. Even a ranked system.
The reworked Frontline is fun tho, but the other ones really could use some improvement to be more interesting... At least we don't see DRK + Astro combos that much anymore.
I have noticed this... Sadly, the developers essentially ignore any form of balancing for Frontlines (Which is why it should be 8v8v8). It turns every match into the same tired strategy, but unfortunately there are people that try and justify this under "But muh aggression strats", "But now it doesn't turn it into pure numbers game" -- Nah, it's not a strategy as much as it is just pure steamroll.It turned back to the Salted + Dive + Hysteria + Seduced crap that has gone on and on and on and on for literally years.
Comet is hot garbage because it's telegraphed and Casters intrinsically got a dmg reduction. Healers and Ranged (maybe except MCH for solo dmg) are absolutely hopeless too.
If I were the devs I wouldn't try to be creative because some people just want to do the same old brainless combo until the end of service.
I'm bored though.
I actually agree with this, it would be a good change.




Fair. CC isn't as popular as FL, though I suspect that's by and large because there's more of a greater emphasis on an individual's culpability and obligation to contribute in a smaller 5v5 mode. That is to say, your average FL participant can get away with doing the bare minimum or less (and frequently does), short of being obviously afk or an active detriment. You die 5 times in CC? The rest of your team probably thinks you're a liability and is constantly at a disadvantage. You die 5 times in FL? The rest of your team probably doesn't know or even care.Given how these forums only talk about Frontlines, seems like it.
For me, it remains an eyeroll mode, people don't play it for a W, it's always a mess with a lot of people who just 'don't care', and it's quite disheartening how you barely see people talking about CC or even class changes and compositions for the PvP mode that genuinely has a skill expression and, you know. Even a ranked system.
Now I wish they'd pull the new Shatter out of rotation and either give us back the old map or rework the new one so each large ice can only spawn once (and increase their HP), has a ramp for both adjacent teams again, and stagger small spawns slightly more frequently (so you'll see them respawn about 3 times rather than barely twice). Secure manages to do what new Shatter fails at, which is encourage fighting other players despite the infrequent drones. Shatter often lulls roulette tourists into a false sense of participation by having them constantly fight ice despite other players.
FL has and always will be a numbers game. In a mostly equal conflict, the first team to be put on the backfoot will almost always get routed. This is almost always the team with the most ranged DPS and thinnest frontline. Especially when a large chunk of your ranged DPS don't have the sense for target priority and disperse their attacks across 6+ different tank/melee targets (so nothing dies). I don't care how strong people think ranged DPS are in FL or it being a "ranged meta," once they all start backpedaling behind each other, they lose. Seen it hundreds of times.
The added heal bonus really doesn't help those players survive more, especially with all the added dmg this patch, despite the higher BH heal. I agree with your second point though, some melees need more control, and not necessarily hard ccs. I still miss the mnk stun.Except, you know, BH5 lets ranged jobs heal for 40% of their health with a press of a button. Now you can fart in the general direction of a skirmish and you'll leave with BH3 within the first 2 mins of the match.
It also doesn't help that most Melee Jobs have 0 or 1 CC while Ranged Jobs have 2 to 3. If noobs are good at one thing, its running away, and they sure as hell know how to press their escape tool even if they don't know how to DPS. Takes way too damn long to kill a single player.


I kind disagree on Monk
The exchange of stunt for range attacks made Monk more versatile
This is a decent change
Melee don't really need a stunt and having range attack as form of control is far better
Takes SAM as example.
Its role swapped with Monk this expansion, it has stunt but lost the range attack
On top that zentenken is an outdated LB after introduce of role action Smite, SAM is really at rough shape (don't care about what they do at CC, i am talking about Frontline)
The only good thing about stunt on Monk is merely to adjust direction of knockback so you can knock target back to your team for focus fire
This no longer need as Monk gained more meaningful range attafcks and don't need to rely on combos that takes long time to execute
Last edited by Divinemights; 04-05-2025 at 01:13 AM.
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