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  1. #21
    Player
    Post's Avatar
    Join Date
    Oct 2015
    Posts
    481
    Character
    Larc Grumbles
    World
    Excalibur
    Main Class
    Blue Mage Lv 80
    Rival Wings is more balanced I think because its balance is centered more on the 'higher state' of mechs that each light party contributes instead of soaring.

    The fact that soaring can be caught up to and doesn't deplete certainly helps, as it means only early, catastrophic losses mean the soaring discrepancy will be great enough that it is impossible to overcome (at least before your core gets smashed).

    This and the fact that dying is far less of a penalty in RW than FL (and even CC) means that there didn't need to be any flat damage reductions on any jobs in there, and thus many more jobs feel useful because they're not balanced around the organization used by general JP players in FL.

    The lack of that organization in FL on our side often leaves our, shall we say, more lackadaisical playerbase bewildered and annoyed enough about the current state of the mode that they frequently make the same forum posts.

    But, I think many complaints also center on the lack of change, which I think players coming from other MMOs with PvP or just other PvP games on general like to see because sometimes change for change's sake can be refreshing. They're not getting that here in the only mode they play, which is FL, because they only PvP to get the exp once a day or for season rewards. Basically, I think another way to help the lack of variety and change would be to shake up the PvP roulettes to include RW or even CC dailies, and then make winning daily also worth a ton so more lackadaisical players are encouraged towards at least trying to improve for their own interests.
    (2)

  2. #22
    Player
    Eastwall's Avatar
    Join Date
    Jun 2023
    Posts
    639
    Character
    Jumpshot Tryhard
    World
    Excalibur
    Main Class
    Astrologian Lv 100
    As long as it is not capped to 5 target, yoh solution is to play dk yourself, Or adapt the attitude of "l am just here for xp". Apathy unfortunately helps...
    (2)

  3. #23
    Player
    FuturePastNow's Avatar
    Join Date
    Nov 2023
    Posts
    231
    Character
    Kali Zeruel
    World
    Faerie
    Main Class
    Warrior Lv 100
    I used to be able to (try to) counter them as a Bard by hitting the DRK with silent nocturne before they could leap in, but they nerfed that to have less range than Plunge...
    (4)

  4. #24
    Player
    SenorPatty's Avatar
    Join Date
    May 2016
    Location
    Cosmic Black Hole of a Hot Pocket
    Posts
    3,054
    Character
    Vice Shark
    World
    Coeurl
    Main Class
    Samurai Lv 100
    Most of the issue really stems from being able to get stun-locked infinitely. To take a page from SWTOR, they could make it so that after 2 cc actions, you gain resistance for 20 secs.
    (9)
    Quote Originally Posted by Rein_eon_Osborne View Post
    Healing DRK is literally... the same since ShB. The reason why people think it's a meme to heal nowadays because DRK receives very little to no buff to their sustainability vs 3 other tanks getting something useful. If you're capable of healing DRK back in ShB (or any tanks), then you'll heal EW DRK just fine.

  5. #25
    Player
    Post's Avatar
    Join Date
    Oct 2015
    Posts
    481
    Character
    Larc Grumbles
    World
    Excalibur
    Main Class
    Blue Mage Lv 80
    They used to do this in FFXIV PvP too, hell it was copied from PvE where it's still the norm (diminishing returns on all status ailments like paralyze or sleep). It would make some sense to apply it to FL at least, given the crowd control for PvP is balanced via 5v5 matches. Maybe they decided against it because purify is available to everyone, but it was in the original version of the mode too, players just had to spec for it.

    I would personally find this solution much less soulless and boring than just kneecapping AoE or DRK specifically by culling max targets to 5; I hated that choice in PvE since HW (and AoE is far more trivializing for dungeons nowadays than it was then anyways), and I hated it in WoW, too. Hitting big groups, doing big damage and making big plays is one of the strengths of the MMO medium. Don't just toss that out without trying anything else.
    (0)

  6. #26
    Player
    Zjar's Avatar
    Join Date
    Oct 2014
    Location
    Limsa Lominsa
    Posts
    29
    Character
    Katrine Syreitheese
    World
    Mateus
    Main Class
    Reaper Lv 100
    I think what bugs me the most about it is that it's really the case where you'll use your shield 90% of the time in Frontlines. To counter *one* job. Like, it's kind of nuts how it's just accepted instead of "hey isn't it fucked that the move to beat a *single* job is to just use a shield with a sort of long cooldown?" But yeah, as per the comments, I do have to remind myself sometimes to never enter FL and expect a win or even get mad about a loss because there's just too many variables that don't even count on skill to loose or win.
    (3)

  7. #27
    Player
    Zarkovitch's Avatar
    Join Date
    Nov 2014
    Posts
    671
    Character
    Sid Zarkovitch
    World
    Siren
    Main Class
    Gladiator Lv 100
    They take a book from MOBAS for Crowd Control, Diminish and Returns. If you get Crowd Control by the same ability over over again the game should allow get out the Crowd Control faster. They need to add that only on Frontlines, not on Crystal Conflict
    (2)

  8. #28
    Player
    FuturePastNow's Avatar
    Join Date
    Nov 2023
    Posts
    231
    Character
    Kali Zeruel
    World
    Faerie
    Main Class
    Warrior Lv 100
    CC effects being effectively unlimited, with no resistance or diminishing return, is a real problem. Because it's not a balance problem in Crystalline Conflict, where jobs can't be duplicated on a team, they dfon't care. It's proof they don't care about Frontline balance at all. Any detrimental effects should not stack. Beneficial effects don't stack- two ASTs or BRDs can't give a group 2x of their LB buff- so why can I get hit by five SCH DoTs at once?
    (3)

  9. #29
    Player
    Miki_L's Avatar
    Join Date
    Nov 2023
    Posts
    48
    Character
    Miki Loire
    World
    Midgardsormr
    Main Class
    Gunbreaker Lv 90
    Quote Originally Posted by FuturePastNow View Post
    CC effects being effectively unlimited, with no resistance or diminishing return, is a real problem. Because it's not a balance problem in Crystalline Conflict, where jobs can't be duplicated on a team, they dfon't care. It's proof they don't care about Frontline balance at all. Any detrimental effects should not stack. Beneficial effects don't stack- two ASTs or BRDs can't give a group 2x of their LB buff- so why can I get hit by five SCH DoTs at once?
    This is the big issue to me when it comes to DRK in frontlines. Multiple salted earths being chained together feels horrible. You pretty much lose all control of your character. They need to change it so that you can only get pulled in once every 30 seconds or something similar.

    As for DRK in general. It's a bit overrated by us westerners. Sure, it's still maybe the most important job in the mode, but people don't enact basic counterplay against it, at least my experience in NA. Heard the experience in JP is drastically different where the average skill level is much higher. Just pay attention to when a random uncoordinated DRK plunges in and see who gets pulled in. Often times it's ranged players who really have no business being that close to the enemies and just lack situational awareness. It really shouldn't be that effective outside of choke points. On the flipside, I think the change to purify where you can apply it before you get CC'd broke the mode a bit. The duration of CC immunity (5 seconds I believe?) is way too strong for jobs like DRK who just dive in.
    (0)

  10. 09-13-2024 01:07 AM

  11. #30
    Player
    Post's Avatar
    Join Date
    Oct 2015
    Posts
    481
    Character
    Larc Grumbles
    World
    Excalibur
    Main Class
    Blue Mage Lv 80
    The detrimental effects that stack are ones that just deal damage. If you couldn't attack someone with your melee combo as a DRG the same time another DRG is attacking that target, that'd be stupid as hell.

    It's the same for healers. You can apply multiple regens of the same type to the target, you just can't benefit from the effect more than once, because suddenly 3 ASTs could give their team battle high 9 every 90 seconds and it doesn't take much to one shot groups of players with instant aoes at that point.

    Likewise with SCH DoT, it does damage and it'd be real dumb if only one SCH got to deal any damage other than Broil, but the Biolysis effect, the one that reduces damage dealt by that target, does not stack, because that'd be far too powerful.
    (0)

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