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  1. #1
    Player
    maximesan514's Avatar
    Join Date
    Feb 2012
    Posts
    93
    Character
    Ice Truck
    World
    Zalera
    Main Class
    Machinist Lv 90

    Frontline Dark knights

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    (10)
    Last edited by maximesan514; 05-24-2023 at 11:34 AM.

  2. #2
    Player
    JuicyHeals's Avatar
    Join Date
    Jun 2016
    Posts
    110
    Character
    Unknown Hobo
    World
    Malboro
    Main Class
    Scholar Lv 90
    I feel the problem with dark knight isn't how tanks they are are or how much damage they do. They're whole value comes from salted earth that assuming your team is paying attention is to AOE the crap out of the enemy.
    I know when I play drk that's my sole reason I feel for existing.
    (1)
    Last edited by JuicyHeals; 05-24-2023 at 09:53 PM.

  3. #3
    Player
    Teno's Avatar
    Join Date
    Jul 2014
    Posts
    885
    Character
    Teno Gestalt
    World
    Moogle
    Main Class
    Sage Lv 100
    Let's be honest, the biggest offender is that the pull snapshots the whole map while immobilizing you in the process. If not for that it'd be ok.
    (2)

  4. #4
    Player
    Rexxus's Avatar
    Join Date
    Jan 2014
    Posts
    43
    Character
    Eaulnaux Fabubon
    World
    Ultros
    Main Class
    Gunbreaker Lv 90
    Quote Originally Posted by Teno View Post
    Let's be honest, the biggest offender is that the pull snapshots the whole map while immobilizing you in the process. If not for that it'd be ok.
    This right here.

    The problem isn't DRK. The Problem is the Animation Lock that occurs when the game relocates your character during a pull in/push out effect. You can still take damage and/or be crowd controlled while being pulled, but you can't do anything to lessen the incoming damage from the DRK and whoever else is following up. Even if you tapped Guard as soon as the draw happens, the animation still plays and you'll take the full amount of whatever damage was dished out even after Guard has taken effect.

    Two solutions:
    1) Remove the animation lock entirely. Have pulls/pushes move you a set distance, but allow a person to move during the effect. This is completely possible, just look at the way NIN's LB works - if the attack doesn't kill the target, they're free to move around wearing the Ninja like a backpack.
    2) Put in a damage/cc immunity during the 0.5-1s of relocating your character. Invincibility Frames (I-frames) for the draws/pushes specifically.
    (5)

  5. #5
    Player
    Archeron's Avatar
    Join Date
    Mar 2023
    Location
    Westfall
    Posts
    631
    Character
    Edwin Vancleef
    World
    Golem
    Main Class
    Ninja Lv 97
    In the reality we are in that FF devs both don't care for front lines whatsoever, (Or PvP as a whole.) I'd be satisfied if they just halved the radius of salted earths pull. It should punish teams for being clustered, not within 5 miles of a Dark Knight casting AOE. Even if you fixed animation locking the servers are still unresponsive garbage, and you'd probably still take damage through guard or while you're supposed to have I-frames.
    (4)

  6. #6
    Player
    Laun_dingo's Avatar
    Join Date
    Oct 2021
    Posts
    30
    Character
    Essken Ardynoir
    World
    Leviathan
    Main Class
    Paladin Lv 90
    Quote Originally Posted by Ransu View Post
    Also just the simple fact that there are 72 people in frontlines and no matter what kind of balancing the game does you're always going to have problems when a lot of the same job is stacked.
    This !! This is also a very big problem, and Im always sad that they have yet to consider it a problem. 72 people is way to many and creates a horrible inbalance where everyone is just in one big ball getting stun locked and killed every second.
    (0)

  7. #7
    Player
    Noox-115's Avatar
    Join Date
    Jan 2022
    Posts
    265
    Character
    Nox Bloodthorn
    World
    Zalera
    Main Class
    Dark Knight Lv 100
    Idk how dark knight is in Frontline but absolutly love DRK in CC it's risky but it feels so powerful last time I did a fight a life time defended the crystal for 5 min it didn't move handed up with 7 kill 1 death 20 assit it was so epic
    (0)

  8. #8
    Player
    Eastwall's Avatar
    Join Date
    Jun 2023
    Posts
    675
    Character
    Jumpshot Tryhard
    World
    Excalibur
    Main Class
    Astrologian Lv 100
    ..... Just cap all the aoe skills to 5 targets. I hope the sphegatti code is not why se didn't do it
    (0)

  9. #9
    Player
    Oizen's Avatar
    Join Date
    Oct 2021
    Location
    playing other games like yoshida intended
    Posts
    2,452
    Character
    Alondite Ragnell
    World
    Marilith
    Main Class
    Dark Knight Lv 100
    Frontline will never be a good mode.
    (2)

  10. #10
    Player
    Reinhardt_Azureheim's Avatar
    Join Date
    Oct 2017
    Posts
    2,692
    Character
    Reinhardt Azureheim
    World
    Alpha
    Main Class
    Dark Knight Lv 100
    Quote Originally Posted by Malganis_L View Post
    eh... lets not make the snowballing in Frontlines even worse by linking abilities to kills (or damage)

    also i agree with the overfocus on DKR, they arent the issue per se, its more the coordination difference between a prebuild group (maybe even with voicechat)
    and a bunch of mute randoms thrown together
    Quote Originally Posted by Llynethil View Post
    Eh, way to easily abused by scholar, heal a bit, spread herpes around, generate 3 times as many lb's in a match compared to a monk.
    This means they'd have to make every single skill have x amount of lb generation, will never happen knowing how it took half a year to fix pala exploit in onsai.
    I get both your points regarding your fears about snowballing / LB charging too fast, but I did not mention under which performance conditions it would charge.

    1.) LB charge rate is already dynamically adjusted based on your team's standing in Frontline - 1st place generates less, 2nd standard, 3rd more, no? Tweak the amounts to reduce snowballing getting out of hand.
    2.) LB charge based on performance wouldn't necessarily be based on damage dealt but more on successful application of a skill. I.e. a Shield Bash landing with the stun would generate LB, if the target had CC immunity it would not at all. Biolysis only generating on the initial application, maybe slightly more if it had the buff to enhance it but the spreading wouldnt generate it, etc.

    The idea is that semi-active to active combatants would charge LB at roughly the same pace as we do now, but LB drones would wait a fair bit if they refuse to engage without it and not engage in fights to charge it up.

    It would also benefit desyncing certain LBs easier that way - which is part of an issue here given how close Sky High (90s) and Celestial River (105s) are in charge time right now.
    (0)

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