No thank you it's fine the way it is right now.
Summoner needs a nerf and bet one is coming.
Last edited by LaylaTsarra; 06-27-2022 at 07:51 PM.
But if you nerf summoner people will just switch into something like WHM since the potency on their LB is actually the same, the aoe is just a bit differently shaped. Do you simply just go through every job nerfing all the aoes at that point?
I don't really think balance is SEs strong point here.
The only part I like about this is it might force the less committed people out of FL, if they can't be there to level their least favorite job.![]()
I don't see whm as that powerful in frontline. Summoner takes out entire parties and the number of them is a bit too much. It's clearly overpowered in my view and I run frontline quite a bit on my main and many of my alts. Should see the circus in Japan with parties full of summoners.But if you nerf summoner people will just switch into something like WHM since the potency on their LB is actually the same, the aoe is just a bit differently shaped. Do you simply just go through every job nerfing all the aoes at that point?
I don't really think balance is SEs strong point here.
Edit: 13 Summoners in the 3 alliances for Adder as I just queued into it in Japan. Yeah it's not broken.
Last edited by LaylaTsarra; 06-27-2022 at 09:07 PM.
Wipe capable AoE's is the exact reason why overwatch as competetive game is simply not good. It takes out any tactical aspect and brings the focus purely on ult timings. In moba's this is generaly compensated since ults there have very diffirent utility, and there are a lot of mitigation methods to negate those. Add in the massive variety in classes and its generaly a lot more difficult to exploit these things in such way. The best counter would be to have a class capable of fully negating the summoner ult and make that ult easier to use (and generaly more spammable as in 1 of these classes can handle 2 of the other). The moment such ults become easy to counter, they wont be as popular anymore, and instead will fall under a niche in which players are more willing to take the risk to face them because they get better advantages from the other classes.
Class changing is however on that the worst, as it simply will force players to revert back to the same meta every map. But this is generaly required to exist when there is no draft phase. Otherwise the team composition can be the deciding factor instead of skill.
But this means that for it to work, they have to take it to moba levels of balancing. For a mostly PvE driven game i think that would be bad.
They already announced that FL adjustments are incomingBut if you nerf summoner people will just switch into something like WHM since the potency on their LB is actually the same, the aoe is just a bit differently shaped. Do you simply just go through every job nerfing all the aoes at that point?
I don't really think balance is SEs strong point here.
https://na.finalfantasyxiv.com/lodes...ac1af14c1e3107
"Balance Adjustments to Jobs in Frontline
As I mentioned above, focusing our resources on balance adjustments to Crystalline Conflict, the new PvP mode, has regretfully resulted in certain jobs being over or underrepresented in Frontline.
It has taken us more time than we hoped, but adjustments to Frontline will resume in Patch 6.18. The following changes are currently planned:
① Adjustments to damage dealt and taken by all jobs in Frontline
In light of the fact that the number of participants and the length of matches vary greatly between Crystalline Conflict and Frontline, Frontline-specific adjustments will be made to damage dealt and taken by all jobs to bring them in line and better balance matches.
② Adjustments to frequency of limit break usage
As with the first adjustment, the rate at which Limit Breaks can be used should be appropriate to the number of participants on the field, so we are working towards bringing their frequency of use in line as well.
We have already begun making the above changes to ensure they can be implemented in Patch 6.18, but we have more specific changes in mind for Frontline in Patch 6.2 and beyond, including functionality allowing us to make further Frontline-specific adjustments.
Our aim for not only these changes, but all changes we make to Frontline in the future, is to preserve what makes the mode so special: casual, large-scale battles, where players have the freedom to change their job at will─no strict role requirements involved."
Based on those statements it's not really possible to predict what the meta will shift too since there are FL changes incoming in both Patch 6.18 and Patch 6.2
It also sounds like they might be laying the groundwork for FL PvP to behave differently from other modes if need be which could mean FL specific Stat and Potency adjustments
probably easier to nerf 1 or 2 jobs than rebalance all other jobs to make up for it. that and, if all jobs can kill entire groups that easy with an ulti then i fear what will happen with FL lol.
Last edited by Zomkei; 06-28-2022 at 02:50 AM.
Last edited by LaylaTsarra; 06-28-2022 at 03:09 AM.
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