well the only negative thing about FLs other than premades
is when everyone in the enemy team unloads their damage only after 1 guy stuns you
in other words stunlocks haha
we had a good comeback at the end tho and was great to see and be part of
well the only negative thing about FLs other than premades
is when everyone in the enemy team unloads their damage only after 1 guy stuns you
in other words stunlocks haha
we had a good comeback at the end tho and was great to see and be part of
Last edited by AriannaStormwake; 07-22-2024 at 12:34 AM.
I wish I could upvote your response some more. Not sure why nobody has quoted this response, or maybe I missed it. It would be nice if they removed the timer from the ices in Shatter as well.Seriously, just cutting the player numbers down would help Frontline a lot. As long as there's lots of players in each team they pretty much have to balance around people just moving as death ball (well not neccesarily but we saw what happened with the mass summoner early on since everyone wanted to keep stacking up instead of splitting to smaller teams).
Too many players -> additional damage reductions -> can't have small skirmishes -> everything relies on coordinated mass AoE.
If they really want to keep on having big teams, they might have to reconsider map design. Making multiple spawn points per team and spread objectives so far apart that it forces teams to split up to cover everything or they just end up straight up losing since they can't cover enough ground with one big blob.
Je souhaite pouvoir plussoyer votre réponse
Going to add to my prior statement about no longer tracking total games and losses in Frontlines...
Queuing as a group should also prevent earning total wins.
If you want to 'play with friends', then go ahead, 'have fun'. But team stacking shouldn't be rewarded.
I've suggested before that when a light party queues in and wins, each member should get credited with 0.25 wins.
Please quit telling me to unsubscribe; I already have.
Proletarier aller Länder, vereinigt euch! Ihr habt nichts zu verlieren als eure Ketten.
#NeverForgetMao
Vive la résistance!
its literally just salted earth. rework it
They really need to do something about salted earth no ability should have the opportunity to be able to grant a full alliance wipe, it's been about 3 years if they are that worried on how it will affect CC then at least limit it to 5 players (and maybe remove the heal)
Last edited by DracotheDragon; 07-24-2024 at 05:42 PM.
They really need to do something about salted earth no ability should have the opportunity to be able to grant a full alliance wipe, it's been about 3 years if they are that worried on how it will affect CC then at least limit it to 5 players (and maybe remove the heal)
Salted Earth isn't actually a problem the real one its that they can use their limitbreak and take 0 risk. IF DRKS could lose their invulnerability to die most of them would disappear before popping SE.
-DRK Jumps in to a group.
-Gets fully CC by a whole raid but still can cast LB
-Stays there for 10 seconds while SE already its on 20 sec CD
-Comes back again and repeat
Without Invulnerability :
-DRK Jumps in
-DRK dies instantly because CC (SE on CD now)
-DRK have to return to the fight from respawn (prob around 30 seconds to 1 min)
Last edited by AnnRam; 07-25-2024 at 03:41 AM.
It's a combination of design and balance issues all compounding on each other. There are very obvious reasons why DRK, AST, and DRG tend to team stack together in premades.Salted Earth isn't actually a problem the real one its that they can use their limitbreak and take 0 risk. IF DRKS could lose their invulnerability to die most of them would disappear before popping SE.
-DRK Jumps in to a group.
-Gets fully CC by a whole raid but still can cast LB
-Stays there for 10 seconds while SE already its on 20 sec CD
-Comes back again and repeat
Without Invulnerability :
-DRK Jumps in
-DRK dies instantly because CC (SE on CD now)
-DRK have to return to the fight from respawn (prob around 30 seconds to 1 min)
Each individual job with its PvP toolkit is balanced relatively okay for 5v5 CC matches, but they're abysmally balanced for anything larger scale. Throwing Battle High on top of it all and we end up with nonsensical balance issues that end up in horrendously mismatched games that Front Lines have largely devolved into.
I don't like that I can't queue into CC with friends, but the same six people can queue into Frontlines and completely destroy the match over and over because of what the DRK/AST meta enables. That much AOE on a class that also supports the tank, and that much CC on a class that can become unkillable for ten seconds, is an avalanche that just crushes everything every single match. The counterplay from what I can tell is either having your own setup and hoping your team's is better than theirs, or completely avoiding fighting whatever team has the premade and praying they overcommit to the third team and let you win via avoiding fights entirely.
CC is genuinely fun but the fact you can't queue for it with one or two friends and can't even communicate properly with your teammates is lame, and the fact Frontlines is always, /consistently/ ruled by a fraction of the map because of just how insanely powerful this is, feels completely ridiculous to me. Either remove premades from frontlines, or add them to CC.
Also I miss blasting people off ledges in the drones Frontlines map (I forget the name) and am sad that now what we have are Seal Rock, Seal Rock But In The Steppe, and Attack The Crystal OOPS! You attacked the crystal, but the premade just killed your entire alliance!
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