If ppl can dodge endgame aoes but not pvp then you know something is wrong lol
If ppl can dodge endgame aoes but not pvp then you know something is wrong lol

Not really true. It could be a latency issue, but most have trouble dodging it. Its the same for the blm lb3 as well. It doesn't matter if you move out of the circle long before its finished casting. You will still get hit. Earlier today in a pvp match I seen a blm casting cometeor, i was on the edge of the aoe so I had lots of time to move. I moved out the circle and I was still hit by it.
It can't be a connection issue because blm lb3 and cometeor is the only aoe that can't dodge. It doesn't happen in pve or even in pvp with the nodes in slaughter.
Does anyone see a better situation with Cometeor after patch? For me, its seems that they are still way to op. I think it might need another change then just a increase of the cast time.


the only change is that instead of getting 40+kills
they now get 30+ kills
that is it.
Sometimes you just got to have Some fun
The hotfix seems to have allowed people to realisticly react to it.
Tanks/Healers mitigating the damage via Tank LB/Succor/Stoneskins etc.
And Healers being able to heal through the barrages via AOE Healing and Healer LB(Bard LB too).
As a tank/healer I avoid stacking amongst my teammates so I can mitigate/heal through the cometeors and avoid AOE CCs.
Since damage isn't calculated as fast(Longer cast time, meaning seeing AOE longer before it actually goes down), it allows for those clutch moments.
It may be still op, but I have seen about 12 players dodging an LB because they were not CC'd. That wasn't doable before the hotfix.

Slaughter is not balance. It is slop side. Basically which team has more BLM that team wins. Melee can't attack. SMN can't get a kill cause their dots are too slow. Caster LB is too fast. Plus LB is totally slop side it. IF you die, you LB is gone and the other team LB is just getting faster and faster. The moment the loser team got the the middle - they got LB by 3 BLM. UGH - So Annoying.
They need to give more handicap to the losing team so they can catch up. Maybe make the node spawn worth more point and more RNG on the nodes - DOn't let them spawn in the middle but spread out.
When summoners come together, everything melts like butter in the sun.
So as of now, who of you can agree on this? Since patch 2.5 launched,i barely met a familiar name in my frontlines group or even the whole alliance. Most if not all ppl are pve player wich i have never seen before. Well, its not wrong to have new ppl in there, but the problem is, that these ppl dont give a single fuck about win or loose (Because they dont have to). And this Square Enix, this becomes a major problem right here. You made PvP for PvP players, and not for PvE players. This whole thing totally ruins my own fun while playing fl, because i would much more like to play frontlines only with people who want to win that game, like it was before you added pve rewards to pvp. This pve train wich drives through frontlines does have to be stopped. I mean, on the other hand, what would you think if there are pvp rewards (marks) in normal pve dungeons, but you only have to enter that dungeon and get to the first chest to get your pvp stuff, then leave right afte. What would you think would pve players say about that? I dont think they would be happy about that. So please, Square Enix, remove all the pve rewards from pvp (tomes and light bonus).1.)PvP-Roulette
...The way the pvp roulette works now is complete bullshit (Sorry for saying that). With tomes as rewards, the amount of pve players who just go into frontlines to get thier non-pvp related rewards (Light,Tomes) will increase and again they dont have to care about who wins and who not. Just go in, annoy the addicted pvp players with wasted limited breaks and overall cluelessness. As of now, the only ppl who suffer from the "pvp roulette" are the pvp players themself.
For example it already happened to me multiple times, that i loose games, just because a healer decided to go dps last minute in secure, leaving a no-healer party behind. I ask them why are they doing that and i get the answer "I dont care, i need my light". Yeah, thats great to hear.
You really have to change the way how you continue to develop pvp in the future.
I dont even know if i can encourage myself to continue on pvp at all. I mean, wolfs den is dead, secure is dead and slaughter feels like early beta and its full of pve players wich dont care about anything whats is going on during a match.
I dont mind having some pve rewards in pvp (if it is really needed at all), but only give them out for a win. But oh wait, since pvp is gc restricted, some grand companys get a win out of 20 games. Yea Square, i understand your concern that this would might bother a pve player so just stay on your way and dont give a fuck about us.
Edit: And the "Nerf" for Cometeor didnt worked at all. Range DDs still end thier game with 20:1 while the average melee ends with 1:6
Last edited by Sanghelios; 02-03-2015 at 07:35 AM.
Of course there are plenty of good melees. What i wanted to say is, that the Cometeor nerf didnt really helped to bring Melee vs. Range more on tie. Ranges are still by far the ones who get the kills and ending with a positive K/D ratio, while melees usually are the ones who deliver the kills and end up with negative.
Edit: For example, today we had a group for 8 ppl in slaughter, me and another healer and 6 melees. They got melted as soon as we reached mid. Me and the other healer were spamming heals all over the place, but as soon as we did heal one melee up, two others got nuked with double flare or what not. These melees werent able to kill anything in the first boss phase but they got killed like 3 times each.
Last edited by Sanghelios; 02-03-2015 at 07:49 AM.
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