I must be a minority among FL vets who is, for the most part, fine with the general state of role balance. I think it's a better game if supported melee who engage onto a team are able to take positions and give fights a tangible sense of taking ground having strategic advantages. They are the focus of a strong stack or general alliance composition, but at some point, it's better to have jobs like scholar or bard supporting them rather than more melee, which is good. Most of the roster has a place in a theoretically optimal team. Also, DRK? I really don't think it's a problem in FL. Not anymore. In EW, it was destroying most of the playerbase, but it's been reined in, and even needed a buff early DT. It's the best job to engage in really coordinated play, which is fine. It has a DR score comparable to RDM or DNC, it needs to peace out before its invul wears off, because without it, it's kind of brittle compared to other melee.
That said, there are a few outliers I am not fond of.
To start, I am so glad the majority of the NA playerbase doesn't seem to understand viper. There is no universe where any job that can push a button to basically heal back to full should have 60% damage reduction. It's the "I am going to stand here please hit me" job, which doesn't fulfill any part of its fantasy. It's not overpowered, but it's not a fun job to play against in FL or CC especially in coordinated play. I hope it's completely redesigned in 8.0 to capture elements of its lore as a hunter.
Another thing is I get this feeling they balance role actions based on usage statistics and maybe overall winrates, which is not always going to work. Bloodbath, for instance, is mid for the average player. That said, if you have a samurai player who knows their job at all, they're immortal. If they queue with a ranged with Bravery, they practically heal from damage taken with Chiten. If the institutionalized experience required to play this well was more common, FL would be a lot less fun, but it's kept in check more by ignorance, which feels unhealthy.
And let's talk about battle high. Some jobs definitely scale with it better than others. Gunbreaker is a great example. This job which already has high natural mitigations is basically always in a state of additional mitigation, barriers, and heals. I feel like all of this would be easier to balance if at least BH didn't grant more healing. Even as someone playing a lot of SCH lately (a job admittedly thriving because there are so many good melee on my teams), I don't think the healing bonus is justified on the healer role, nevermind the others.
I guess, in short, there's a small list of things I would like toned down and a few ranged jobs that should be buffed in FL (DNC, SMN, maaaaaybe RDM; PCT is good but LB is garbage), but it's a good place where for at least half the roster, I can point at them and say there's a reason I'd want them on my team, both in q sync and general Duty Finder player.


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