Quote Originally Posted by Xylira View Post
My point is, and always has been, that premades have several advantages available to them over the average solo queued player. It's these advantages, particularly when coupled with a lot of very poorly balanced job design decisions, that can and do lead to extremely unbalanced matches when these advantages are leveraged together.

I'm not necessarily saying that premades should be banned from FL, though there is a valid argument for it. They're not allowed in ranked CC for a reason, after all. But there are certain jobs that really need a proper balance pass with FL in mind.
Pre-mades to have an advantage but a majority of people aren't using them to sweat in FL. Not saying people like that don't exist, it's just in a minority that you perceive as a bigger problem than it actually is. FL is balanced around having everyone in the entire alliance having to push on objectives together, ever since they made the damage reduction passives for the mode much larger. Even if there is a group of four people who manage to set up a good LB combo of DRK + DRG, that singular group is not going to make that team win the game if no one else in the alliance capitalizes on it to push the enemy team, or do objectives.

I also think job balancing has nothing to do with making the issue worse either. Yes the jobs are balanced for CC and not FLs, however I feel like there can be things done to make it better for FL specifically. Them doubling the damage reduction for everyone, while incredibly horrible change and a bit lazy, does help fix the issue of people getting owned by mass LB spam from classes like SMN or DRG. They could do more, like adding diminishing returns like they used to, could also just adjust some LBs to accumulate differently in FLs, but that's the most I can see them doing for any FL specific balancing. I personally think the way jobs balanced now is fine for every PvP mode, and the only bad form of balancing specifically for FL itself.