The old system didn't work for FL either. I don't understand why people expect a mode with 72 people to ever be balanced. Hell, the only reason the roulette even pops is because it gives exp.Only use machinists have in FL is put turrets on capture points to prevent enemies capping, they're garbage otherwise, play bard if you want to be a ranged physical and be usefull to your team.
Or just play any melee, facetank 10 people, still get a kill and get out.
They should have kept the new pvp abilities to CC only as it's designd for that, it just doesn't work for fl and ends up being even worse then what we had before, and you'll never be able to fix it if you try to balance the same skills for both cc and fl, but se doesn't understand this concept so just try to use what you have at this point.
It's like trying to balance PvE skills around guildhests, but you also have to use the same skills for savage raids.
What's so great about bard in FL? Genuinely asking
Buffing your and 7 other peoples' damage and LB generation, silence is a great cc to lock down the healspam or screw over combos and people often don't even realise they are silenced, amazing to use on those SAM or DRK player that just try to run into your party, looking to cheese.
Has a jump backwards which is okay, but better then nothing like MCH, being ranged is ofcourse a plus.
It's not a job to get kills on, you'll never win a fight vs anyone half decent except other bards, it's a job to get objectives done on and set up kills while barely ever dying if you pay even just a little attention to the enemy.
You need to stop parroting this man cause clearly they are trying to balance fl otherwise they wouldn't add changes for the mode exclusively lol
so yes we expect good changes for the mode
They can try all they want. You'll never have balance with 72 players running around. This is a simple fact. How FL functions right now is perfectly fine. Its a casual mode where 90% of the players focus more on the pve side than the pvp side so getting all fussy about "balance" is just dumb. If you want to actually pvp then play the mode that involves actual pvp, not the pve zerg fest where people are only there for the exp.
Bro in what universe does BRD deal more consistent damage than MCHThis being a high damage combo is not up for debate, but not really something that should be worked around. There are a lot of threads on it, but I think for the most part people would be happy if either a.) fall damage didn't apply, a/o b.) the pusher didn't get bar for it. Although even with that, you'd think that being hit by a shotgun would knock you back as far as getting kicked in the stomach. >.>
The problem isn't my playstyle; I'm not bad at MCH. I absolutely fire Bishop in the same way, and while I snipe the same way on healers, 50y isn't accurate since you'd have to be within 25y to use Drill/AA. It's still really good for retreat kills. I am still willing to argue that An+CS isn't the most OP (12k+3%) since BRD's Apex->Blast is also 12k, provides two utility buffs in AOE, and recharges faster than CS.
It's more there's no core concept for it. High damage is proposed to be offset by low mobility and fragility, but it is on par with other classes while not gaining any of the benefits of it. It feels like some tweaks would bring it closer to concept. If a BRD and DNC both have buffs and higher mobility, and they don't want to give MCH those traits (makes sense as 'lone sniper' although that's not RL accurate), then they should probably switch some things up.
Consider: A BRD should do decent damage and buff the party. A MCH should deal more damage if it has no party utility. Then why does a BRD basic attack deal more damage at range and provide a buff, but MCH gets 'wait 19s before getting to the same damage the BRD has'? And then, OH only lasts 5s and Blast has 1.5s recast. That should be the other way around, or make Heat stacks gain haste until OH triggers.
MCH is pretty good in FL if you only target other ranged and casters. Wildfire and drill can chunk anyone who is not blessed with innate 60% damage reduction and Analyze Air anchor into your limit break is pretty effective at killing. Mch will never be as powerful as it was in Heavensward which is sad to me, but more fair.
That said, I HATE your spammable cast time attack because there are plenty of times where I would rather just stop the cast by moving and run for my life and instead I hobble away slowly while every warrior and darkknight in the match begins slamming their pull in moves.
You can cancel the cast. Since it's not interrupted by movement like normal casts, you need to press ESC (or whatever the console equivalent is). Ranged is just shit at defense anyway, you should never be standing at reach from the enemy. If there is no allies between you and them, you probably screwed up somewhere to begin with and canceling any cast won't save you.
MCH and BRD in FL are practically griefing your team right now. They don't bring anything that another melee wouldn't deliver more on.
I know, but it's not as intuitive as just being able to instantly move at command with no other input. I don't find the walk to be very helpful regardless.
Bioblaster kind of forces you to at times and lets not pretend like kooky things don't happen in frontlines sometimes. Besides, melee players who are looking for easy kills will just walk through the people you put between them because you're the much squisher target and they can tank the damage. That doesn't invalidate that I would prefer to able to just run away at command, I played when we had normal cast times and I prefer that.
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