I don't know why some people think that MoN need to be LB, When it just solo skill, what was already a bit fixed with CD. DRKs Salty with weird distance pull aoe 30sec VS solos skill with 45 sec CD what a sense?
Mostly again trouble that jobs made for CC, where you can have limit for jobs, while FLs welcome to world of 8-9 bards, 10 SCH, 5 DRK, 8 summoner Nuke squad and etc. But we have only one charge of Guard VS several pulls it wont help. It's why I barely even take DRK for play, wont suppost low skilled pvp abuse. But good DRK really doing a lot of works for team(only in pray that it wont be Shatter, where people turn on Minecraft mode and just hit ice all game on tanks and they finally score just disgusting + they let our team down.
Some games really turned in 30 sec meta xD
1)Zero drk premade, or just basic player DRK-> basic old game.
2) One cool DRK premade-> can be hard if your team dont know how control them and focus Dancer/ASTs instead of try kill undead DRK(with good combo of control DRK can be almost instant sent to spawn). Still ok game if your team not lemmings.
3) Several DRK premades on one side -> usually already trouble because multi pulls effect create a lot of troubles and be ready for 2vs1 against this DRK team.
4) Several teams with DRK premades-> usually can be random win/lose, because people will try fight with another drk premade and less focus 3rd team, but RNG Gods can make you win anyway.
5) All team with DRK premade and just random people who takes aoe damages/controls-> Tryhard game where value will be on team who wants cooperate for win and use skills in cool timings. Still randomizer for win/lose tho. Because DRK premades can get hate from one team xD
What works good in CC, not cool for FLs. And it why I want that they will remade or separate skills effects for CC and FLs, or reduce value of dmg for all aoe skills like basic skills must hit 5people like size of CC team, if your aoe skills hit more then 5 people -> spread your max cap dmg from 5 people to all of this crowd of 6+ people. Because this the floating damage coefficients they added were pretty funny and almost useless. SCH instead of to do 6-8 mil will to do 5,5-7 mil, and its barely can change anything, but anyway they cancelled this -10% job modify, what what must to be for FLs rules Healers doing 50% of their damage, tanks doing 60-80% of their damage and only dps just can to do full potency hits. Still dont know why they decided full delete old healers where they had minimum dmg and they work was directly heal team, but dont sit like now with several million damage and overdamage even aoe dps jobs lol.