First of all, cropping out a single scoreboard entry and saying "Look how broken this is!" removes all context and overlooks the many factors which influence a game.
For example:
Game length - Long games will lead to higher damage which wouldn't be achieved in a regular game. That wouldn't only apply to VPR but to all classes. I can go and find a full-time game scoreboard and pick any high damage number, single it out amongst the others, post it here and go 'Look - broken!'.
Hey, if we're calling to nerf VPR into oblivion, lets just do the same for these, right?
Map - Some maps lend themselves to higher damage than others, due to objective positioning, map design etc. A game that is almost entirely Onsal mid, for example, is likely to result in some pretty big damage numbers for all classes so long as the player chooses to spend their game engaging at that mid zone throughout the game.
Team support - Whether as premade or random, if the team is coordinating, providing support and backup and playing aggressively, again, survivability will increase and damage will increase.
Player ability - 7m is a pretty good score. It's likely to be a player who plays FL regularly, knows what they're doing, and is playing very well. Such good scores can be achieved by other classes (as shown in the examples above) under the right circumstances with a good player behind them. However, you'll find the vast majority of casual players will never achieve such a score if playing the class themselves. If you wish to close off the class to most casuals (like DRK has been) and have it exclusively of use to regulars and premade teams, by all means nerf it down.
Enemy ability- VPR thrives on an uncoordinated enemy team. Some games can be pretty easy and low effort because of how poor the enemy is: they just run, rather than fight back. They're split on managing it, with half on attack-mode and half on ignore-mode. They're spamming the keyboard blindly without putting thought into their actions. All of these make a VPRs job pretty easy and beyond easy if they have a supportive team that backs them up and multiple VPRs within their alliance to share the counters and damage.
Other games are not quite so straightfoward. Other games you will be against enemies who are coordinated, you will have individuals within those teams who will blindly focus their counters on you, especially if you are the only VPR in the alliance to take it and/or are becoming a particular nuisance to them. It can vary wildly.
One game isn't enough to judge by, as described above. And, as said, it also depends on who else you may have had in your team. For example, as a regular FL player, I tend to quickly recognise familiar veteran players (often friends) who I often see within FLs and who I know will make themselves a headache to me and my team. If they're giving me a harder time than you are, there is no doubt that I will be focusing my attention on countering them rather than you - VPR or not.Yes, I played VPR. My first match on VPR yesterday, I had NO clue what I was doing and still 2 million damage. The job is not hard to play at all.
This bit I understand and it does add context that was missing from the image to explain the high damage:It's even worse when they're a premade, they had a DNC constantly ulting for them, a PLD covering them constantly, we had almost our entire alliance focusing him and they were able to just keep tanking everything.
They had a DNC in the team to give them Bravery, Closed Position (Dance partner), and heals and the buffs that come with those. They also had a PLD, increasing the enemies damage taken and to cover the VPR if things start to go a bit too risky. From that team description alone, part of me can already take a decent guess as to who the player is (as they often play with this set format), though it could be wrong as it's a team format that technically anyone could copy and apply.
Yes, a few tweaks could be made here and there, there's no denying. The recent Bloodbath and LB change has boosted VPR from what was already a good, strong class. I agree with other posters here that Bravery could be adjusted to only be applied to the ranged user themselves, rather than it being able to be used on others - that said, I wouldn't be furious if such a change wasn't made because it could just be argued to be good player cooperation, I just feel it would be beneficial if it was altered. And finally PLD cover is probably the biggest challenge, limiting the effects of counters and giving the covered player a few seconds of invincibility if PLD LB is up. It can be more tricky to counter in such a setup and stopping the PLD early would be a helpful start, leaving the VPR to survive the team with only the DNC buffs and their own. Yes, it's more of a challenge, but by no means impossible - it just requires the enemy team to make maximum use of their skills. Unfortunately, in casual teams, many of whom have little/no care of PvP, that doesn't happen.
When you play in a team full of regulars (some organised PvP event, for example), you tend see certain premades less because they don't get away with their playstyle so well, as the enemy knows better how to manage it. Adjustments can be made here and there, definitely, but their biggest strength is their enemy's lack of ability. But rather than recognise that and try to change things, many will just default to 'who cares anyway? I'm only here for my exp'. A self-fulfilling prophecy: they expect to lose, so they don't try, so they do lose. On repeat.Idk anymore, really, I'm not against premades but it's hard to keep defending it when cases like this keep happening where they pick the most overpowered jobs, pair it with other jobs to make their lives easier and make the entire match unfun for everyone else





Reply With Quote


