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  1. #1
    Player
    Yukimin's Avatar
    Join Date
    Mar 2020
    Location
    Hingashi
    Posts
    106
    Character
    Frederica Bernkastel
    World
    Mateus
    Main Class
    Black Mage Lv 100

    DRK AST premade issue. one trick pony strategy

    So basically we have 1 DRK and 3 AST premades, and all those people do every day is do Salted Earth followed by Macrocosm.
    Literally the only thing I see every day, every match, the same lame strategy every time. DRK dives in, press their vacuum cleaner ability while his AST buddies press a single button killing everyone.
    I think it's about to time outright remove Salted Earth or at the very least remove the draw-in effect it has because Jesus Christ, a single job shouldn't change how FL plays out every match.

    I may as well be shouting at the sky but I'm sure I'm not the only person extremely not satisfied with the current state of Frontline.
    Salted Earth > 3x Macrocosm > Rinse and Repeat
    That's it, that's what Frontline is today, people doing this obnoxious strategy that only requires just a very few button presses then they think they're hot shit for padding out their damage and K/D ratio in the scoreboard afterwards. But I'm sure we'll be forced to play like this until Square Enix wakes up in a year and realize how bad it really is.

    TL;DR
    Remove Salted Earth or its draw-in effect as most of FL balancing problems can be attributed to this single obnoxious ability.
    (13)

  2. #2
    Player
    Mawlzy's Avatar
    Join Date
    Sep 2023
    Posts
    2,142
    Character
    Jessa Marko
    World
    Adamantoise
    Main Class
    Machinist Lv 100
    As you'll see from other recent threads, you're not the only person complaining about this, but unfortunately there's by no means a consensus. My own frustration with the current situation means I've gone from > 15 hrs/week FL to 0 for the moment. A steady stream of the 2nd and 3rd place teams on Onsal struggling to reach 700 just sucked the fun out of it.

    It's unfortunate we don't (apparently) have the opportunity for play-testing or a test server to address these issues empirically. I would guess, for example, that changing the current queue in FL to solo-only might be basically a flick of a switch. If we could play FL for a week under those conditions, I think we could determine whether premades are the primary problem (as I suspect). If nothing improves, I'll quit yapping and many of the other interesting solutions could be tried.
    (0)

  3. #3
    Player
    maximesan514's Avatar
    Join Date
    Feb 2012
    Posts
    93
    Character
    Ice Truck
    World
    Zalera
    Main Class
    Machinist Lv 90
    Square enix does not care. They are too busy making more merch to milk the beyond ff14 simpin wage slaves. Just do like me and stop playing. Maybe we get something better in 7.0 but I would set expectation to a solid 0 if I was you.
    (3)
    Last edited by maximesan514; 12-23-2023 at 07:39 PM.

  4. #4
    Player EZGIL's Avatar
    Join Date
    Jul 2021
    Location
    Goblet, W29 P13
    Posts
    379
    Character
    Jordan Lore
    World
    Lamia
    Main Class
    Blacksmith Lv 100
    (0)

  5. #5
    Player
    Reinhardt_Azureheim's Avatar
    Join Date
    Oct 2017
    Posts
    2,525
    Character
    Reinhardt Azureheim
    World
    Alpha
    Main Class
    Dark Knight Lv 100
    The issue is not Salted Earth existing, it is Salted Earth existing with no drawback at 6 or more targets. The second issue is Macrocosmos existing with 12000 base damage rather than the 8000 it was supposed to stay at.

    Stop suggesting stupid changes like removing Salted Earth, it is a normal ability in the mode it is intended in. Removing the draw-in in general would cripple the ability, so ask for changes suited for large-scale PvP. Also seriously, Macrocosmos should not do this much damage for a 15y radius (!!) oGCD.

    Suggested changes
    DRK
    - Salted Earth:-80%/-90%/-100% draw-in effect on target #6 or more
    [Reasoning] Salted Earth needs no global change, only one that affects Frontlines and Rival Wings. The ability is less broken than you think it is. Gravity II change also brings the ability usecase in line with WHM's Afflatus Misery.

    AST

    - Macrocosmos: base damage 12000 -> 8000 (revert to old damage)
    - Gravity II (non-Doublecast): 8000 -> 12000
    [Reasoning] Keeps overall burst potential of AST the same on 5y radius / single-target and nerfs the 15y radius nuke it currently is.
    (1)

  6. #6
    Player
    IDontPetLalas's Avatar
    Join Date
    Oct 2020
    Posts
    1,419
    Character
    Alinne Seamont
    World
    Goblin
    Main Class
    Astrologian Lv 100
    Quote Originally Posted by Reinhardt_Azureheim View Post
    The issue is not Salted Earth existing, it is Salted Earth existing with no drawback at 6 or more targets. The second issue is Macrocosmos existing with 12000 base damage rather than the 8000 it was supposed to stay at.

    Stop suggesting stupid changes like removing Salted Earth, it is a normal ability in the mode it is intended in. Removing the draw-in in general would cripple the ability, so ask for changes suited for large-scale PvP. Also seriously, Macrocosmos should not do this much damage for a 15y radius (!!) oGCD.

    Suggested changes
    DRK
    - Salted Earth:-80%/-90%/-100% draw-in effect on target #6 or more
    [Reasoning] Salted Earth needs no global change, only one that affects Frontlines and Rival Wings. The ability is less broken than you think it is. Gravity II change also brings the ability usecase in line with WHM's Afflatus Misery.

    AST

    - Macrocosmos: base damage 12000 -> 8000 (revert to old damage)
    - Gravity II (non-Doublecast): 8000 -> 12000
    [Reasoning] Keeps overall burst potential of AST the same on 5y radius / single-target and nerfs the 15y radius nuke it currently is.
    I do agree that the issue is the number of targets for DRKs (as well as some other jobs).

    Regarding AST - I see why you are proposing those changes , however those changes would also impact healing and from what I can see that would mean that AST would have both less AOE damage than a WHM and less AOE healing (I'm not considering their LBs), so that would be a "no" from me.
    (0)

  7. #7
    Player
    Yukimin's Avatar
    Join Date
    Mar 2020
    Location
    Hingashi
    Posts
    106
    Character
    Frederica Bernkastel
    World
    Mateus
    Main Class
    Black Mage Lv 100
    Quote Originally Posted by Reinhardt_Azureheim View Post
    The issue is not Salted Earth existing, it is Salted Earth existing with no drawback at 6 or more targets. The second issue is Macrocosmos existing with 12000 base damage rather than the 8000 it was supposed to stay at.

    Stop suggesting stupid changes like removing Salted Earth, it is a normal ability in the mode it is intended in. Removing the draw-in in general would cripple the ability, so ask for changes suited for large-scale PvP. Also seriously, Macrocosmos should not do this much damage for a 15y radius (!!) oGCD.

    Suggested changes
    DRK
    - Salted Earth:-80%/-90%/-100% draw-in effect on target #6 or more
    [Reasoning] Salted Earth needs no global change, only one that affects Frontlines and Rival Wings. The ability is less broken than you think it is. Gravity II change also brings the ability usecase in line with WHM's Afflatus Misery.

    AST

    - Macrocosmos: base damage 12000 -> 8000 (revert to old damage)
    - Gravity II (non-Doublecast): 8000 -> 12000
    [Reasoning] Keeps overall burst potential of AST the same on 5y radius / single-target and nerfs the 15y radius nuke it currently is.
    No I won't stop suggesting that because Salted Earth sucks as it is. Your job identity revolves on using Plunge, Salted Earth on a group of people who can barely see that coming in the midst of name blobs unless the DRK is marked. I have no issue with it in CC but on FL it's so unbalanced it's not even funny, it's just a dumb ability where people with strong aoes use to take advantage of it.
    Salted Earth must lose it's draw-in or be outright removed since this single ability makes Frontline awful to play.
    "It's less broken than you think it is"
    lol no. It's responsible for most of the awful metas you see pop up and needs to go.

    Quote Originally Posted by EZGIL View Post
    Why did you post that .gif symbolizing Dark Knights when people call out their one trick pony playstyle that they repeat ad nauseum?
    (8)

  8. #8
    Player
    Araxes's Avatar
    Join Date
    Nov 2015
    Location
    Ul'Dah
    Posts
    1,086
    Character
    Runic Raven
    World
    Zodiark
    Main Class
    Blacksmith Lv 100
    My Wife and i also play less and less because we ALWAYS have a DRK/AST/DRG premade and you just die in the draw-in movement THROUGH shield cause somehow the delay counts the AST/DRG damage before the shield mitigation.
    We try to play a few Games and when we see premades we usually stop, wich is currently, always.
    (6)
    ᛞᚨᚢᛃᛁᚦ ᚠᛖᚺᚢ
    ᛞᚨᚢᛃᚨᚾ ᚠᚱᚨᚾᛞᛁᛊ : ᛞᚨᚢᛃᛁᚦ ᛊᛖᛚᛒᚨᛉ ᛊᚨᛗᛟ
    ᛖᚲᚨ ᚹᚨᛁᛏ ᚨᚾᚨᛁᚾᛟ
    ᚦᚨᛏᚨ ᚾᛖ ᚨᛚᛞᚱᚨᛁᚷᛁᚾ ᛞᚨᚢᛃᛁᚦ
    ᛞᛟᛗᚨᛉ ᚢᛗᛒᛁ ᛞᚨᚢᛞᚨᚾᛟ ᚺᚹᚨᚱᛃᚨᚾᛟ

  9. #9
    Player
    VictorSpoils's Avatar
    Join Date
    Mar 2022
    Posts
    879
    Character
    Victor Spoils
    World
    Coeurl
    Main Class
    Blue Mage Lv 80
    It's a premade/zerg issue, not just DRK/AST. Many other job combos shred though entire teams just as efficiently. There were several DRK/AST on our side today joking around about how it's the "meta" now...before promptly finishing with zero kills because there was, per usual, no coordination. Problem is these guys think they can just queue up as DRK, put a marker on themselves, and that's good enough to win. It's never the case.

    also, literally™
    (3)

  10. #10
    Player
    Zeastria's Avatar
    Join Date
    Jan 2023
    Location
    ¯\_(ツ)_/¯
    Posts
    507
    Character
    Nathaniel Lenox
    World
    Twintania
    Main Class
    Scholar Lv 100
    - Add CC immunity after first CC ( prevent chain cc)
    - Salted Earth : Remove/rework the draw in effect ( animation lock is the issue here).
    (3)
    Last edited by Zeastria; 12-25-2023 at 10:11 AM. Reason: typo
    SCH/AST/DNC/VPR/SMN

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