Yeah and having premades where 1--2 DPS could carry alone because they were having 2-3 pocket healers making them literally unkilleable.
A BH5 WHM could heal you full in 2 seconds.
Yeah and having premades where 1--2 DPS could carry alone because they were having 2-3 pocket healers making them literally unkilleable.
A BH5 WHM could heal you full in 2 seconds.
The change to healers in the new PvP seemed necessary to ensure that Crystalline Conflict isn't made lopsided for teams with a discrepancy of healers. While this has naturally bled over to affect Frontlines, I don't think this is a bad thing. I'm old enough to remember full 24 alliances queued up and waiting at the spawn with 1-0 healers across the team. While you absolutely could win without healers, that was only when the vast majority of the team knew their s*** (rare) or through scoring off of objectives and not being focused by either team most of the match (not as rare, but uncommon).
Without dedicated healing roles, now every person has several self-heals and a "full-HP/MP" button with a 5-second casting time (you'll be miles ahead of the average player just by acknowledging this skill's existence), players have more self-agency than ever to keep themselves alive than ever before. No person should be able to be kept alive through an onslaught of half-a-dozen or more people because a distant person's heals negates nearly everything that was done in the last 10 seconds. Spot-heals are fine if someone needs a few more seconds to run to safety (and not trailed by a dozen people), which is what WHM and AST still can do.
Hard disagree. None of the "healers" are just another dps with a weak 1-button spam. AST is a hybrid of support, AoE pressure/burst, and interference. WHM has burst, interference and kill set-ups just by the existence of Miracle, support and one of the most useful and well-rounded LBs in Frontlines that charges quickly. SCH naturally is mostly support, but can buff the damage of all nearby teammates / DoT and debuff an insane amount of people at once (which will build up many assists if your team doesn't suck), and the ability to apply a shield on their whole party can be clutch if their party isn't attentive of SAMs baiting with Chiten. SGE unfortunately is probably the most handicapped healer in Frontlines, as their effectiveness is reduced if they can't be near point-blank (which is basically an invitation to get dogpiled for not having a 60% defense bonus) to use their most effective DPS skills, otherwise they're really only useful for applying short defense debuffs, limited shielding and dropping an incredibly situational LB.With the current pvp kit you are just another dps but with a weak single player heal every 15 seconds and a dmg ability every 15 seconds. It feels so boring and simple to play compared to what it used to be, and while this issue is the same with every job, healers suffer from it more.
Heck, getting Battle High 5 has never been easier on healer than it has been after the PvP rework.
The only "tank" that's really tanky in pvp anymore is realistically paladin. DRK during LB doesn't really count lol.
GNB can survive quite a bit with the right junction, but that's the core problem with their design requiring you to have an enemy of the type you need to switch junctions to. GNB while fun, is poorly designed.
WAR is just...lol squishy.
i wouldnt even go that far, when it comes to PLD being "tanky"The only "tank" that's really tanky in pvp anymore is realistically paladin. DRK during LB doesn't really count lol.
GNB can survive quite a bit with the right junction, but that's the core problem with their design requiring you to have an enemy of the type you need to switch junctions to. GNB while fun, is poorly designed.
WAR is just...lol squishy.
Tanks are usually tougher than most melees on mitigation tools alone. What makes melee dps more survivable is usually their evasion tools, which tanks absolutely lack: as a tank, you zoom in, you don't zoom out much, it's march or die on the spot.
when you say mitigation are you talking about damage reduction or healing or both? if its damage reduction then i guess a case can be made for GNB but for the rest of the tanks i dont think this applies when the dps jobs have about the same or more DR skills/effects with a higher potency too, if its healing then maybe but the potency is minimal compared to the damage output being received, and if you say its both well this kinda applies to dps as well then
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