Pre-mades are hardly a problem, even a fully randomly matched team can dominate a pre-made. All you really need to dominate a frontlines match are a dedicated commander with a burst countdown and a team that actually wants to win.
Pre-mades are hardly a problem, even a fully randomly matched team can dominate a pre-made. All you really need to dominate a frontlines match are a dedicated commander with a burst countdown and a team that actually wants to win.
PvP modes aren't the problem, queueing people are.
on the other topic about drg and drk there is even a player defending premades being there because"how dare someone play with their friends in a mmo"
that argument would be valid if it was about non-pvp duties
yet premades with voice chat have advantage over pugs
but then again annoying is also two drg lbs each doing 30k damage and together 60k to one shot and maybe smn bahamut lb(which i also use guard against)
but other than the few times ive seen premade/coordinated teams or being on the receiving end of drk pull/stun/killed or war/drg with drg lb doing 41k dmg
i had little to no issues
we just had all 3 teams in shatter go for high scores at the end it was our team(yellow) who got the last big ice from 1,9k+ score to 2000
also summoners LB in rival wings recharges so fast(i played smn in CC and FL and it doesnt recharge that fast) you can do 1 million damage(only a bunch of WHM has beaten that with 1,5 million lol) and casually win any 1vs1
its crazy strong
Last edited by AriannaStormwake; 08-31-2023 at 03:57 AM.
I played it just fine last night. Sounds like a skill issue.
It's the DR. 6.1 was winnable. Now it favors premades more because no one else can zerg.
I see convenient scapegoats and misconceptions are still alive and well.
Which is why pre-mades are a problem.
Frontlines have become more about communication than they have been about pvp. Unless you're queued up with friends, or unless you're willing to take a leadership role, your game is lost. The casuals will sit there trying to farm nodes thinking it's going to win them the game and cheering themselves on while the other two teams build their battle highs off each other.
Honestly, I think removing BH would help with that. Remove BH, buff damage rates, shorten the points needed for a victory. No BH will mean that teams won't steamroll, and the randoms that join that think they're clever by farming nodes will actually become useful. It won't be as amazing as before the pvp changes when we had more than a handful of buttons to press and you could actually outplay people but it'd be something.
I think having a coordinated pre-made can be a start to having your team win, but more importantly is communicating with the rest of your whole team and there willingness to actually follow through on call outs. Like you said, I think having someone take up a role of cordinating the team would have a much higher success rate than just 4 people trying to carry the rest of the 20 members of the team.Which is why pre-mades are a problem.
Frontlines have become more about communication than they have been about pvp. Unless you're queued up with friends, or unless you're willing to take a leadership role, your game is lost. The casuals will sit there trying to farm nodes thinking it's going to win them the game and cheering themselves on while the other two teams build their battle highs off each other.
Honestly, I think removing BH would help with that. Remove BH, buff damage rates, shorten the points needed for a victory. No BH will mean that teams won't steamroll, and the randoms that join that think they're clever by farming nodes will actually become useful. It won't be as amazing as before the pvp changes when we had more than a handful of buttons to press and you could actually outplay people but it'd be something.
As for BH, I don't personally think its bad to have in the game, however I do think people see it as bad due to how much harder it is to kill anyone with BH with how much DR is in the game. I think it more has to do with how LBs are designed, since the way that they function (and just the job design in general) is meant for CC, however I feel like they could adjust LBs specifically for FLs. They could just change the rate at which you gain LBs by making there base CD for them much longer than usual. And if its seen as too long, they could always have some mechanic that could speed up the rate at which you'd get your LB, like if BH made your LB have a shorter CD rather than a damage buff. I think with this system they wouldn't have to do major balancing for LBs that could conflict with CC, fix BH so its still there for rewarding players for getting kills while not making them feel completely oppressive, and since LBs are not as prominent a before they could reduce the DR since LBs are not as frequent.
I mostly just spitballed these ideas so I don't think this is completely full proof or good, but it does have ideas of what I think would make FLs feel less cringe, at least what I personally see is cringe in FL.
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