SE just needs to cap the salted earth at 5 targets, so it is not affected in 5v5 yet not broken in frontline.
ANet did that in gw2 to balance their 5v5 and massive scale pvp.
SE just needs to cap the salted earth at 5 targets, so it is not affected in 5v5 yet not broken in frontline.
ANet did that in gw2 to balance their 5v5 and massive scale pvp.
Ideally all AOEs should be capped at 5, not just salted earth.
Arguably the pull effect of Salted Earth should just be changed to a stun as well. A huge part of the issue of the ability, and what makes it work ridiculous well with DRG, is the pull effect.
There is a counterplay to DRK LB. They still take fall damage, obviously not applicable in every scenario but you can definetely punish Dark knights in select locations.DRK and DRG alone aren't exactly an issue, there is not much you can do when 2 o 3 people coordinates their LBs or skills to combo your raid.
If you want to fix DRK/DRG Meta just rework the DRK limit break because they can dive 1vs60 and don't give a fuck because their Limit break its completely/utterly OP . 10 seconds of invulnerability its just too much there is no counterplay to it
I agree that coordination should be rewarded. But only DRK/DRG being the meta has nothing related to "coordination".The solution to salted earth is to fix the slow server ticks and funky animations that decide to pull you from 10x further away than the spell is supposed to.
Dragoon shatter isn't much of an issue imo. They already reduced the AoE shatter potency, if they're coordinating LB's they deserve whatever kills they score.
Other jobs, say PLD/BRD, coordinating doesn't have the same effect as DRK/DRG coordinating. The ceiling is the problem.
In FL these two jobs are THE solution when that alliance coordinates well.
I'm not complaining about coordination. I'm complaining about only DRK/DRG having a much higher ceiling/potential than the other jobs in FL.
It takes a lot of incompetence to allow a DRK/DRG LB to go off, especially in a way where it wipes your team.I agree that coordination should be rewarded. But only DRK/DRG being the meta has nothing related to "coordination".
Other jobs, say PLD/BRD, coordinating doesn't have the same effect as DRK/DRG coordinating. The ceiling is the problem.
In FL these two jobs are THE solution when that alliance coordinates well.
I'm not complaining about coordination. I'm complaining about only DRK/DRG having a much higher ceiling/potential than the other jobs in FL.
1. Nobody applies CC to the DRK who is charging your lines.
2. DRG LB's, and nobody guards, or backs away in response.
Every class doesn't need to be made to compete with DRK/DRG. They have their niches. Theres 24 people on your team, and it takes one of them applying CC to either the DRK, or DRG, and for your team to not spread out to wipe to this "meta".
We need to push for fixes to the server tick, (which likely are never coming.) if we want PvP to play, and feel better than it is.
PLD also does have major coordination power, just nobody complains about paladins or their defensive AOE until they have 10 seconds of invuln and they're being attacked by an entire team at once.
No it doesn't, I got top kills again last night as dragoon because skillfull job is skillfull.
You don't even need a dark knight to do so neither, you can literally run around the enemy team and lb them from behind, they'll al think it's a friendly dragoon and boom, mass wipe.
"Skillfull" as in you place a blue circle overtop of enemies who aren't paying attention who are clustered together? If thats skill then scholars are also skilled for placing mass dots on people. Don't be ridiculous.No it doesn't, I got top kills again last night as dragoon because skillfull job is skillfull.
You don't even need a dark knight to do so neither, you can literally run around the enemy team and lb them from behind, they'll al think it's a friendly dragoon and boom, mass wipe.
Skill issue, kid
It seems that no matter what happens, someone is always going to take advantage of the design. It really shows that pvp is designed for CC and not FL, where you can have a premade of 4 Summoners drop their Bahamuts on the exact same spot. Or 3 DRKs pulling you hither and yon while DRGs drop on you from above. Perhaps the best way to fix the issue short term is to do away with 72 player battles and go with 24.
It really doesn't matter what they do. Larger scale pvp cannot be balanced. Even "weaker" jobs can be deadly when you stack them. This applies to any game that is class based pvp. People just need to accept that and understand that large scale pvp is just a chaotic zerg.It seems that no matter what happens, someone is always going to take advantage of the design. It really shows that pvp is designed for CC and not FL, where you can have a premade of 4 Summoners drop their Bahamuts on the exact same spot. Or 3 DRKs pulling you hither and yon while DRGs drop on you from above. Perhaps the best way to fix the issue short term is to do away with 72 player battles and go with 24.
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