Neither is the amount of DR that melee currently have, but here we are. Asking to have CC reduced really wouldn't be fair in FL until both issues are addressed.
Agreed! Fetter Ward would be a blessing because it rewards you for being situationally aware and trying to predict bursts.
Good catch. I was replying to someone talking about Brd just being a weaker version of Rdm or something to that effect. I think Brd could use some tweaks to make it more fun personally, but Rdm cc is different, especially since it shares a cooldown vs Brd being seperate cooldowns.
Idk what do you think Reinhardt? What could they change to give it a little more oomph, without becoming totally op?
(I'm writing this understanding you ask my feedback on Bard, if I misinterpreted feel free to inform me)Good catch. I was replying to someone talking about Brd just being a weaker version of Rdm or something to that effect. I think Brd could use some tweaks to make it more fun personally, but Rdm cc is different, especially since it shares a cooldown vs Brd being seperate cooldowns.
Idk what do you think Reinhardt? What could they change to give it a little more oomph, without becoming totally op?
For starters, I am not giving my input out of the blue, I actually talked with actual BRD players about it what they thought about the ideas I expressed.
1.) Things that are good and should be kept:2.) Things that could use some tweaks:
- Apex Arrow -> Blast Arrow for group buffs
- Warden's Paean defensive utility
- How Empyreal Arrow functions
3.) Things that need actual reworking:
- More firepower / potency distributed in the kit or with reworked actions
- Stacks and/or alternate method to obtain Pitch Perfect (think Atonement from PLD)
- Silence reduction from 3s to 2s for streamlining of CC + balancing point to give more firepower
- Final Fantasia: Rework/Replacement
replace it with: Saggitarius Arrow / Radiant Finale / Radiant Arrow (name tentative)
Line AOE doing 12000-18000 dmg and buffing teammates inside the line AOE like Final Fantasia (and maybe in a small radius around the BRD player)
The goal here is essentially more firepower, yet keeping the supportive nature of BRD intact while balancing it against their fairly potent Silence. Other changes that could be considered is a slight adjustment in the range scaling for Powerful Shot / Pitch Perfect. This would result in less dependency on your team without striking your team value out of the court (i.e. being broken).
Hard agree on this as well tbh. I thought I was just getting the wrong impression since I only played ranged/heals for the longest time, but when I actually tried mnk in FL it was like... dude. It's like going in there with training wheels, I have to actively try if I'm going to die unless I'm literally facing down the entire zerg alone and letting them pile all that CC on me.
yeah obviously remove the Damage reduction too, id much rather go back to when The Series pass was a was brand new thing and everybody was just as squishy as the next guy.Hard agree on this as well tbh. I thought I was just getting the wrong impression since I only played ranged/heals for the longest time, but when I actually tried mnk in FL it was like... dude. It's like going in there with training wheels, I have to actively try if I'm going to die unless I'm literally facing down the entire zerg alone and letting them pile all that CC on me.
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