Which MMO you are referring to?Some MMOs did balance their PvP arround 1vs1 Combat, as well as small and even extremely large sized PvP Content in mind and successfully managed to pull it off ( Rappelz Online had, for example, during its Prime in Epic 3 - 5 active Guild Alliance vs Guild Alliance Battles which could be arround 200 People fighting for a Dungeon, as well as properly working Duels.). I am not saying here that FFXIV should copy this, this is just a point of reference.
Please don't tell me it is TERA Online because that is more like Action MMORPG instead of traditional tag-target.
It is like you are comparing Macross Universe to Gundam Universe, yes, they both are mecha anime but fundamentally different.
Dragoons and warriors just seem dominant in Roulette frontlines especially in the huge team battles with objectives. They can just charge in without a fear in the world and retreat. They also do ridiculous damage. Please heavily nerf melee in this game.
For the Horde! I mean.... For Ul'dah!
While it's true that DRG and WAR are strong in Frontlines, I think you are misunderstanding WHY they are strong. DRG's(NIN's as well) are purely strong because they are a melee with a lot of ranged AoE abilities that enable them to get Battle High faster than other melees. Due to this though, the last FL update nerfed the damage from all melee in general, while also specifically nerfing the mitigation on DRG and NIN that they receive from Battle High. So for jobs like DRG and NIN it's a tradeoff, you can more easily get Battle High by AoE spamming, but you aren't as tanky as a MNK or SAM and do slightly less damage when Battle High. In the case of DRG, they have three abilities that force them to jump into an enemy team. One good CC or chain of CC's and they are dead.
WARs are strong in FL, but ironically weak when it comes to Feast. Their kit just has more value with more teammates with a draw in and bind, vuln up, and the healing from Nascent + Retaliation. However, their strength comes from players not paying attention to be honest. People who stand out of place and get Holmgang'd often should not have been there to begin with(not to mention it's completely survivable), or people who waist CC on a WAR that has Inner Release running, or people that slam into Nascent + Retaliation that's actively keeping them alive. Again it just comes down to awareness. CC a WAR outside of Inner Release and they are usually dead as most use Holmgang aggressively and often do not have it up to be used defensively. When you see a WAR with the Nascent + Retaliation combo, you can either ignore it till it wears off, or burst through. It's healing, not mitigation, so it can(and does often) be straight burned through.
The TL;DR is that DRG and WAR are strong because people are not exploiting their weaknesses, like most jobs. They are easier to get value, but you can be just as much of a threat on almost any job provided you play smartly and you have a team to back you up. Let me put it this way, I had a match the other day where mine and the other team was getting absolutely obliterated by a group of ASTs all self buffing and hitting Gravity at the same time completely wiping groups left and right. Was pretty funny, but remember this was on AST. I personally can sometimes get top damage on GNB, or my friends I queue with getting top damage on BRD. So while the game could always be balanced better, most of it comes down to being aware, playing to your job/teams strengths, and exploiting enemy job/team weaknesses.
I am a little curious about how they're going to balance the different limit breaks; mostly whether or not the speed at which gauge charges is going to vary between classes based on how effective their LB is.
BLM's charges very quickly but I couldn't tell what it was doing other then building stacks of a buff and allowing for instant casts are long as said buff persisted.
Hard to know for sure. For the most part, the LBs we saw were either:I am a little curious about how they're going to balance the different limit breaks; mostly whether or not the speed at which gauge charges is going to vary between classes based on how effective their LB is.
BLM's charges very quickly but I couldn't tell what it was doing other then building stacks of a buff and allowing for instant casts are long as said buff persisted.
Hard, one-shotting, nuke like SAM, RPR, NIN maybe, and DRG maybe.
AoE with CC and damage like WHM, RDM, and DNC?
AoE with debuffs like DRK and PLD.
BLM had 6 free stacks of Flare and Freeze that are AoE that also applied the Fire and Ice debuffs that can be detonated by the large flashy BLM circle that appear to put a burn DoT for fire stacks and maybe Freeze CC for detonated Ice stacks.
Perhaps BLM can charge faster because it's not as immediate and impact compared to the others. That's also assuming LB charge rates are different per job like Ultimate's in Overwatch, and aren't flat across the board.
Please reduce the RDM shift visual spin. It's way too fast and gives me motion sickness. I had to turn down my graphic settings just to try out RDM in pvp.
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