Skimming the thread has been a little relieving to see some are having common issues with frontlines. In particular salted earth...
Admittedly I'm still pretty new to FF14 PvP, but feels like the design of Dark Knights heavily impacts the game mode way more than it should. I'm having a fun time, overall though.
Regardless I guess it can't heard to dump my own thoughts too so far...
Generally feels like some things in front lines and pvp overall could use some adjusting. Salted earth on its own and as a concept isn't too bad, it's quite similar to what I remember dealing with in some other MMOs like Warhammer's Choppa/Slayer. However I feel like if DRKs can do a draw in AoE action, they
- shouldn't be able to do it with so little to no risk(their LB in particular)
- the radius should be trimmed down since they can leap to a target(I think it's silly that you can be yanked back in after a repel shot/leap back)
Although I started off as a BLM and main as Pictomancer, I've been queuing more as bard in FL because the silence/bind helps A LOT when/if it works. That unfortunately isn't always reliable and can be pretty difficult if the team has more than one DRK or uses their LB. Almost feel obligated to do it now since that feels like the best way to generally have a better experience solo.I can't catch them all, but it helps...
One thing I did notice is that there also isn't much of a form of diminishing returns/immunity after being having an affect placed on you. Sometimes it's just wild to me how many times I've been yanked around and I'm unsure if its the server being weird or that there just is no cap or diminishing of CC actions. Highest I've counted so far is 5 times(DRK leaped at me, I repel shot out of their salted earth and got SEed several times by other DRKs in the team).
I don't take FL very seriously and enjoy the chaos of the mode, but it'd be nice to have some things looked into.