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  1. #1
    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 Commander_Justitia View Post
    There is too much selfheal in frontline, I don't think there is enough DR or utility, those abilities you mentioned are limit breaks, so its quite rare and job dependent - while it should be more a role skill for all tanks and healers in general. Can I even TBN or cover a alliance member outside of my group? Nope, you have to watch that guy die, even if your skills are ready. And as you don't have clemency on PLD or a stun on DRK or GNB, there is little you can do. Feels like playing with your arms tied behind your back.

    I think sprint should cost MP too if you ask me, like a 1000MP tick every 3s. Or they should increase the cost of the selfheal to 5000 MP, but then it will cause issues in crystal conflict, if its 5000 there too. I never was a fan of making healers so useless in healing, I kinda liked the tank-healer-dps trinity. But making healers too strong will just replace one problem with the next indeed.
    I can see that some jobs lack DR in FL, however some don't , because melees certainly don't feel like they lack DR in FL.

    The the rate that LB charges in FL, the abilities I linked aren't "quite rare", if they were up only once per twice per match I'd agree with you, but they're up significantly more than that, but not so much (agreed) that they're spammable, which makes it more interesting. I don't agree that "it should be a role skill for all healers and tanks". One of the best things about the PvP redesign is that each healer was made distinct, as opposed to the homogenization in PvE, with them bringing good support skills. Same applies for tanks, they're each distinct- , no you don't get clemency on PLD but you do bring utility in terms of reducing damage on your LB (for example).
    (0)

  2. #2
    Player
    Commander_Justitia's Avatar
    Join Date
    Aug 2013
    Posts
    1,176
    Character
    Ash Primordial
    World
    Phoenix
    Main Class
    Paladin Lv 90
    Quote Originally Posted by IDontPetLalas View Post
    because melees certainly don't feel like they lack DR in FL.

    I don't agree that "it should be a role skill for all healers and tanks". One of the best things about the PvP redesign is that each healer was made distinct, as opposed to the homogenization in PvE, with them bringing good support skills. Same applies for tanks, they're each distinct- , no you don't get clemency on PLD but you do bring utility in terms of reducing damage on your LB (for example).
    Melees are not feeling the lack of DR, because melees have 50% DR all the time. It has become almost impossible to kill some jobs within a minute in a 2vs1 scenario. Giving jobs skills to mitigate, instead of being handheld to just survive any coordinated burst anyway, would be better. It would reward smart plays, and punish bad plays. Giving melees like a 50% DR 10s buff ala safeguard would be better on top of a ~25% DR inherent, than the constant 50% we have now, I would argue.

    I wouldn't give each job the same skill, that would be boring indeed. But they would get skills according to their role. You argue they made healer distinct, well, they removed their healing more or less, that opens up slots for dmg spells certainly. I think it was only natural they end up being different then.

    A LB on Paladin, which is also at the same time, their biggest burst. You know how much that sucks when so many skills are at the same time offense, defense and utility/cc ? Like whatever button you press, you can't do much wrong(newbie friendly...) but you also cant make complete use of it often. It is like playing with a handicap. You want to do a proper burst? Well, time to pop your biggest immunity skill right now buddy, time to stun and gapclose to get free sword oath stacks, even if you don't need that utility. Atonement is 8k potency so you have to. And also press holy sheltron, because you need a cc effect so they dont run away. They are bursting you now? Well good luck, you just wasted your complete defensive kit for doing a shitty burst.

    I think I'm missing personal dmg buffs tbh. That is what it boils down too. Personal standalone dmg buffs and mitigation/utility skills. And removing skills that increase dmg based on HP threshold, because that is very laggy (because there is so much selfheal), you can't rely on it. It makes burst very random and unpredictable. Something you can't exploit very well. Which results in a low skill ceiling.
    (4)
    Last edited by Commander_Justitia; 12-25-2023 at 05:20 PM.

  3. #3
    Player
    Jettinson's Avatar
    Join Date
    Feb 2021
    Location
    Ul'Dah
    Posts
    792
    Character
    Ivan Moondiver
    World
    Alpha
    Main Class
    Warrior Lv 80
    Quote Originally Posted by Doozer View Post
    I've hit Guard immediately as soon as I see the Salted Earth and before I get pulled in, which still pulls me in because of server ticks, and then I still get blasted. I've literally been in Guard and still lose 70% of my HP, which doesn't make sense. That aspect of the game is broken, stop trying to put that on me for not Guarding the entire match in preparation. And saying the strategy to a braindead comp is having frame perfect reflexes is impossible to ask of 99% of players. There's a lot of things at play here that don't work well in a PvP system, and surprisingly it's not related to player skill. Quit simping for SE on this one, bud.
    Gettting called a simp while i said how much i hate the stuff i said is funny ngl
    (4)

  4. #4
    Player
    Kathleen_'s Avatar
    Join Date
    Aug 2022
    Posts
    102
    Character
    Kathleen Nadinea
    World
    Adamantoise
    Main Class
    Dark Knight Lv 90
    Quote Originally Posted by Yukimin View Post
    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.
    Sis let's duo SAM and rotate LBs just to take out the ASTs when they burst...
    (2)

  5. #5
    Player
    Yukimin's Avatar
    Join Date
    Mar 2020
    Location
    Hingashi
    Posts
    107
    Character
    Frederica Bernkastel
    World
    Mateus
    Main Class
    Black Mage Lv 100
    Quote Originally Posted by Kathleen_ View Post
    Sis let's duo SAM and rotate LBs just to take out the ASTs when they burst...
    You have my blade.
    (0)

  6. #6
    Player
    AnnRam's Avatar
    Join Date
    Jan 2021
    Posts
    777
    Character
    Mint Goh
    World
    Balmung
    Main Class
    Black Mage Lv 100
    Quote Originally Posted by Yukimin View Post
    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.

    I want to believe that the issue is actually DRK ultimate because there is no realistic counterplay to it and they can dive over and over because why not? you won't die. SE removed SMN clean skill that was used to counterplay PLD HG back there.
    (1)

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