that's right pibz, also all the Job need their place in pvp, idk why some players would be happy if it was not the case^^
that's right pibz, also all the Job need their place in pvp, idk why some players would be happy if it was not the case^^



 
			
			
				Your local Mustard Mage combat caster WHM here and more than eager to heal them DPSeseses.
/gcsalute to my Gridanians in arms!
How fast the individual lb's charge will have a lot to do with how this plays out. No one's going to want to be in a role that'e first in line to get melee lb'd every time they respawn and travel back to an encounter, over and over. It's already annoying enough that people who can attack you on the move and don't have to worry about getting interrupted, can break your casts just by running around you, and can do the same via autoattacks, before you even factor in the use of their Instant abilities, stuns, etc (the things that would more fairly be able to break casts). Since kill count matters in this mode, something else that makes this suck for casters is that melee's can use their OSK LB's for easy kill shots, but caster's AOE LB's can still presumably be dodged, and while the notes say lb's can't be 'blocked', the fact that a caster can have their lb bar drain because they get stunned/silenced is a big deal. And if it does go off, they might do a great job at lowering the health of a lot of opponents but the kill shots are going to go to the melee players, if anyone, most of the time. Which has been fine so far in the current game mode if you care about the overall win vs. the kill count, but this new Frontlines version was basically designed to reward kill count. Ask any caster who's used to doing 4x the damage output as the melee players on their team, but finishes the game with like 2 kills... a key difference is having instant abilities that proc off low enemy HP- i.e. Misery's End, Assassinate, Mercy Stroke. Guess who doesn't have that type of ability? BLM and SMN. Summoner might have Fester, but it's dependent on you personally having 3 active DOT's on the target to make it worth consuming an aethyrflow charge.
I'm trying to keep an open mind, but considering how much the adjustments to the current Frontlines mode have been heavily melee biased, I really hope what we're getting is something designed in a way that can be enjoyed by players in any job, vs. catering to only half of them. Not optimistic. Not to say that a caster or healer can't be good at helping their party win, just that it's going to be an experience that isn't fun or rewarding.
Healing in FL doesn't look very fun now. With the achievements for getting kills, kill streaks pumping up enemy dps, and pretty much every enemy dps getting their own personal limit breaks it looks even less appealing to go healer. I'm not going to blame anyone for refusing to switch to heals...
They should make it so healers automatically get 1/8th of the kills of their team to their achievement score or something like that.
"Increased Damage | The team that deals the most damage. | Damage dealt is increased by 10%."
Change it to:
"Increased Determination | The team that deals the most damage. | Damage dealt is increased by 10% and spell-based HP restoration is increased by 10%."
...and I'm happy. Healers are people too, SE.
Oh, regarding the kill counts/rewards, I'm 90% sure the gains will be for the whole team and the deductions will be individual. For example...your team kills 4 people and nobody dies, everyone's got the buff. If an enemy DRG comes over and drills your BLM into the ground, only the BLM loses the buff/points and everyone else stays the same until they die/log/switch jobs/disconnect individually. Really hoping this is the case. It will promote team play even more than Frontlines, which is a very good thing imo.
Last edited by Deelo; 01-17-2015 at 04:10 PM.
This is a good idea. So it will never happen."Increased Damage | The team that deals the most damage. | Damage dealt is increased by 10%."
Change it to:
"Increased Determination | The team that deals the most damage. | Damage dealt is increased by 10% and spell-based HP restoration is increased by 10%."
...and I'm happy. Healers are people too, SE.

 
			
			
				To all the people saying no one will want to heal... you guys are clueless about PvP. Also keep in mind the people that heal now don't care about getting kills what makes you think they're going to care about getting kills BC of the new rules? People heal because they want they're team to win and they like healing... I don't think that will change.
As of me, i only heal in fl because i dont even have another class to go in. But i would feel a bit betrayed when everyone else is getting stuff while i probably have the hardest job.
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			 Originally Posted by Recaldy
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