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  1. #1
    Player
    Spudz's Avatar
    Join Date
    May 2022
    Posts
    3
    Character
    Cerub Durth
    World
    Siren
    Main Class
    Ninja Lv 90

    Frontline balance we'd like to see

    Hello, I've noticed that the developers were considering adjusting pvp actions for the new patch specifically in Frontline, because most of the major changes in 6.1 were addressing class balance specifically in relation to Crytaline Conflict.
    What I'd like to know is some of your ideas on how you would address balance and improve the experience of Frontline, specifically.

    As of now, the mode suffers greatly from being a monoculture of powerful ranged classes, spamming AOEs and Crowd Control to little or no consequence and it makes it mostly just seem like a roving ball of murder without any real way to break up the problem.

    My thoughts are thus and only specifically affect actions while in frontline as Crytaline Conflict is still relatively balance:
    Disallowing the AoE abilities to stack with identical effects (so overlap does nothing to increase a targets damage taken/healed), a sharp damage fall off of AoE Limit Breaks when hitting more than 4 targets or increasing the time by 90 secs, the guard action loses the 50% slow effect, Purify's duration is increased to 8 secs or maybe a system for diminishing returns so players are eventually immune to Crowd Control if targeted repeatedly in a short window of time.

    Gimme your thoughts
    (0)
    Last edited by Spudz; 05-31-2022 at 05:03 AM.

  2. #2
    Player
    KickRox's Avatar
    Join Date
    Dec 2021
    Posts
    42
    Character
    Kick Rox
    World
    Coeurl
    Main Class
    Gunbreaker Lv 90
    Quote Originally Posted by Spudz View Post
    Gimme your thoughts
    My thoughts from a similar thread:

    Bring back additionals for FL exclusively or Fetter Ward as "duty action" maybe?
    I don't hit the forums often, but long time PvPer and used to be a staple in Crystal DC FL community & have a 64/64 CWLS made up of most of the competitive daily Frontlines players, pre 6.1. Just hoping to further voice the issues with FL and who knows, maybe get some of the community behind a resolution & appeal to any SE liaisons etc.

    First, I just want to clarify that I understand to an extent where SE is coming from. Crys Conflict is the new 'product" that we should be focused on & from their POV you don't want older content being more appealing/fun than your new shiny, flashy content that a lot people, that cost a lot of $ worked really hard on. But it does seem like there was little to know testing of new mechs effect on Frontlines.

    I also understand that a lot of the noise is coming from show-boaters that are just salty that they can't get BH5 then fetterward > bloodbath into a zerg with a Rescue in their back pocket any more. (I might be/am definitely one of these players.)

    But there are a substantial amount of players in addition to the 64 of us that really miss the strategy, challenge & tbh community that FL offered. I also think it's a pretty simple fix: Bring back the "Additional" PvP role-based actions, but only allow them to be used Frontlines. (RW is getting a re-work and I imagine will be designed around new kits.)

    I also imagine FL, if it's being kept in game long-term, could get a re-work as well, but until then, having access to those additionals solves a fair amount (not all) of the issues that now makes playing FL as certain jobs very little fun. I realize this would only offer Melee DPS immunity to CC via fetterward, so it might be prudent to give Tanks access to it as well.

    A different solution would be to give Fetter ward / resilience to any job via an additional or a "duty action" like the Lost actions of Bozja Southern Front.

    Or.. find a way to fix the vulnerability between purify and resilience. But please, for the sake of a much larger group than you probably imagine, consider these changes.

    KR
    (1)
    You Tube Kick Rox for the best PvP videos!

  3. #3
    Player
    Cidel's Avatar
    Join Date
    Jun 2012
    Location
    Bastok
    Posts
    1,468
    Character
    Cidel Paratonnerre
    World
    Hyperion
    Main Class
    Astrologian Lv 100
    Quote Originally Posted by Spudz View Post
    Disallowing the AoE abilities to stack with identical effects (so overlap does nothing to increase a targets damage taken/healed), a sharp damage fall off of AoE Limit Breaks when hitting more than 4 targets or increasing the time by 90 secs, the guard action loses the 50% slow effect, Purify's duration is increased to 8 secs or maybe a system for diminishing returns so players are eventually immune to Crowd Control if targeted repeatedly in a short window of time.
    These are probably the most feasible adjustments without having to resort to adding/changing the nature of players' PvP CC kit, though I don't know about dropping the movement penalty to Guard. The lodestone message a couple days ago mentioned they would be adjusting damage dealt and taken for all jobs in Frontlines; which leads me to believe they'll likely not be touching individual potencies for each ability and weaponskill and will likely be something more like: "tanks take 20% less damage in Frontlines, Melee take 10% less damage, etc." I don't know if that's the right way to be going about the imbalances, but it sure as heck is a lot cleaner than adding an asterisk on every single PvP ability description and having a different potency and effect for Frontlies.

    The first and most helpful step is related to the adjustments you proposed which seem more like system balances rather than direct ones. Things like adding "buffs/debuffs" to people nuked by Bahamut or WHM's death laser (or LBs in general) that decreases all subsequent damage by the same attack by 75% for 10 seconds... That would dissuade teams full of SMNs, WHMs and DRGs. The inability to have more than 1 type of each DoT active would effectively neuter the elusive but deadly SCH stacked DoT plagues... And of course we can't forget the obvious (what I assume is a) oversight where a PLD can make 1 person untouchable while they capture an Ovoo uninterrupted without 1 specific counterplay... Adjustment like these don't inherently "nerf" individual jobs, but rather the strategies that exploit stacking multiples of the same job (which can't happen in Crystaline Conflict, and thus were not designed with in mind).

    Other changes I think we need to see is the LB gauge, which I think they are looking at in Frontlines. I don't know what they are planning to do; could be nerfing the rate at which it fills... Maybe they should nerf it so where it only fills when you're in battle...

    And then there's Dancer... I swear, Dancer needs its range increased to be comparable to MCH and BRD, because having to get closer than any other ranged DPS in a largescale murderball mode is suicide with the amount of CC being thrown around. You have to be a masochist to try to be an effective DNC in Frontlines. I think they must have thought DNC's role should be a "mid-ranged support DPS" in Crystaline Conflict, but in Frontlines its role is "piñata;" and I have not seen a single DNC with BH5, let alone 3 or 4 in any Frontlines match, because they are rightfully dogpiled when they try to get into effective range.
    (0)

  4. #4
    Player
    Moonlite's Avatar
    Join Date
    Feb 2014
    Location
    Uldah
    Posts
    1,468
    Character
    Midnight Falcon
    World
    Balmung
    Main Class
    Pugilist Lv 100
    I think just reducing the amount of players would make it way more enjoyable. If the amount of dps has doubled shrink teams by half. If tripled down to 8. We move fast enough to cover almost the whole map before spawns.
    (0)

  5. #5
    Player
    Naphtha's Avatar
    Join Date
    May 2022
    Posts
    43
    Character
    Naphtha Arthuritis
    World
    Shiva
    Main Class
    Dark Knight Lv 80
    -Reduce player count (Will speed up queues on off-peak hours as well)
    -Diminishing Returns on CC
    -Limit Break only fills up during combat and at a slower pace than what it currently fills at
    -DoTs cannot be stacked
    -Subsequent limit breaks do 30% less damage for the second one, and 50% less for the third and after
    -If player count is reduced, change map size to accommodate for it, currently too big
    That's all I got at the moment, not really gonna rack my brain trying to think of more, but honestly just nerf the limit break spam to kill this garbage meta of stacking summoners to win every group engagement.
    (1)

  6. #6
    Player
    OskarXCI's Avatar
    Join Date
    Aug 2013
    Location
    Gridania
    Posts
    359
    Character
    Xevia Vanothy
    World
    Cerberus
    Main Class
    Scholar Lv 90
    On the Borderland Ruins (Secure) map specifically, please reduce the amount of Tactical Rating you need to win a match from 1600 to 1400. Too many matches end with a timeout. The reason for this is that people aren't bothering trying to get more than 3 bases. You and everyone else gets invincibility when you respawn, making it not worth the risk of dying. The amount of rating you get over time from owning bases increases exponentially for each one you control but that doesn't do much when people aren't going for more than 3.

    Make it 1400 or increase the amount of rating you get from securing bases and landing K.Os on enemies. Matches on the Secure map take way longer than on the other maps in its current state.
    (0)

  7. #7
    Player
    Divinemights's Avatar
    Join Date
    Jul 2016
    Posts
    2,039
    Character
    Altria Pendragons
    World
    Leviathan
    Main Class
    Ninja Lv 100
    There is no need to touch jobs
    The only PvP balance we need right now is CC diminish return and fetter ward to be installed back to the game.
    You will find game is much more feasible once we had that
    (0)

  8. #8
    Player
    Naphtha's Avatar
    Join Date
    May 2022
    Posts
    43
    Character
    Naphtha Arthuritis
    World
    Shiva
    Main Class
    Dark Knight Lv 80
    Quote Originally Posted by Divinemights View Post
    There is no need to touch jobs
    The only PvP balance we need right now is CC diminish return and fetter ward to be installed back to the game.
    You will find game is much more feasible once we had that
    Objectively wrong, some adjustments towards consecutive LBs or general AoE damage is required.

    Even if you control the CC coming in from all sides, you end up indirectly making AoE stacking more appealing, aka summoners just wiping out alliances with the press of a button, or scholars stacking a DoT that has 0 counterplay.
    (0)

  9. #9
    Player
    Divinemights's Avatar
    Join Date
    Jul 2016
    Posts
    2,039
    Character
    Altria Pendragons
    World
    Leviathan
    Main Class
    Ninja Lv 100
    Quote Originally Posted by Naphtha View Post
    Objectively wrong, some adjustments towards consecutive LBs or general AoE damage is required.

    Even if you control the CC coming in from all sides, you end up indirectly making AoE stacking more appealing, aka summoners just wiping out alliances with the press of a button, or scholars stacking a DoT that has 0 counterplay.
    I wouldn't worry too much about one specific job, especially it is range.
    They will just give it same 4.5 treatment.
    Increase damage and damage resistance on non range job at frontline

    I actually want more people to play this brainless job so SE can install this back faster
    (1)

  10. #10
    Player
    Naphtha's Avatar
    Join Date
    May 2022
    Posts
    43
    Character
    Naphtha Arthuritis
    World
    Shiva
    Main Class
    Dark Knight Lv 80
    Quote Originally Posted by Divinemights View Post
    I actually want more people to play this brainless job so SE can install this back faster
    Words of a scholar.
    (0)

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