Ty for the free content.1.) At worst this is bait. At best that is a boosted opinion, not a proven fact.
2.) Elaborate what specifically makes these jobs stand out compared other jobs that make them so disgustingly OP. Also explain why they aren't picked nearly 100% of time at most levels for being so OP.
3a.) People are allowed to use flavour of the month jobs as they like. This does not prove that players using these jobs defend their mechanics to preserve the state of brokenness to abuse for climbing.
3b.) This is baseless indirect defamation at worst, ranting at best. Players are innocent until proven guilty so there is no point referring to abusability of game mechanics with cheating tools when the assumption is normal play.
4.) That's just cringe bro.
5.) (That's just cringe bro.)² - prove things first, ideally with relevant data that has a source to back up on, before you think so highly of yourself.
Please look forward to it.
i promise you absolutely none of what you just posted is trueSo I'll tell you how this is going to go, just so you (and the rest of these delusional pseude "elitists") have a heads up and I get to tell you "I told you so".
- I'm right, and you're not.
- DRK, Sam, and Nin are disgustingly OP. Reaper is sleeper. Refer to point one I made.
- The reason you say these things is likely because you abuse these mechanics to reach higher tiers, and these mechanics also happen to be extra exploitable with a bunch of cheating software currently available to players in CC.
- You and I are probably going to be worst enemies.
- You're going to get progressively angrier/slanderous the more I post proof and rub your face in just how wrong you are.
Please look forward to it.
I can only imagine the outcome with that sort of change in a frontline game.
Dancer sees a ton of players and limit breaks during a skirmish to save a soul. Everyone sees this and is enticed. Dancer successfully charms 5 people. Dancer gets nuked due to the LB not affecting the rest of the opponents that was around.
It may help with preventing alliances from being wiped in one go, but it does make certain classes less effective in these big skirmishes. Now you have another problem on your hands in terms of being useful on the field due to a damage/cc cap whether it be dealing damage in general or trying to save someone with a clutch stun.
Honestly this is why it is better to go with harsh scaling past 5 targets rather than limiting to 5 targets.I can only imagine the outcome with that sort of change in a frontline game.
Dancer sees a ton of players and limit breaks during a skirmish to save a soul. Everyone sees this and is enticed. Dancer successfully charms 5 people. Dancer gets nuked due to the LB not affecting the rest of the opponents that was around.
It may help with preventing alliances from being wiped in one go, but it does make certain classes less effective in these big skirmishes. Now you have another problem on your hands in terms of being useful on the field due to a damage/cc cap whether it be dealing damage in general or trying to save someone with a clutch stun.
If it can be quantified like damage or knockback distance, make it -80/-90% of the value after the 5th target. If it is a crowd control other than knockback, dunno this can stay at full duration.
That's a lot better than my previous suggestion with taking the pve route and slashing damage in half the moment 2 people are involved. I know that would decrease kill power for CC, but honestly I would rather have this than the current modifiers we have for frontlines.
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