The absolute removal of flanking and sandwiches would be one of the worst thing you could do to the mode.


Quote Originally Posted by Archeron View Post
The three teams just creates a dynamic where the losing team can throw for whichever team they like. I prefer my matches end with the most skilled team winning the game. That doesn't happen in a 1v1v1 setting. Just look at half the matches on seal rock without premades. North spawn, or South spawn teams get camped and farmed at their spawn points and they're denied the ability to even capture a single node for several minutes that effectively seals their fate in third or second place without the intervention of RNG spawning nodes right at their doorstep. Even Onsal is guilty of this happening as well, though unlike Seal Rock the node spawns are at least loosely balanced and defensible between the teams.

Three way PvP is not a good idea if you care for competitive PvP.

1v1 PvP has always been superior, and if one team is getting slaughtered, they lose the match and it ends quickly for them. There is a reason the vast majority of PvP games are 1v1, not 1v1v1. If you want your comeback in a 1v1 setting you better work for it and not hope that one of the other 2 hostile teams throws for you.
Frontlines is not competitive and will never be competitive the same way that casual CC will never be as well. Hoping to get anything competitive with a mode filled with casuals players just interested in having casual fun or doing their dailies is a pipe dream. If you want something competitive in XIV, the current and only mode for it is ranked CC, period. They'd need to add a ranked FL mode for it to ever happen.

Seal Rock is a great map in terms of variety when it comes to its layout where no other map even comes close (Seal Rock has small winding corridors, wide open areas, altitudes, promontories, tunnels beneath those). The main problem with Seal Rock is that the spawns and the nodes are not balanced, and it's a real shame.

I'm not against a 1v1 mode in FLs provided the game gives a lot more catch up mechanics to the losing team in order to make up for it, because 1v1v1 does work where I play most of the time, and most of the time the winning team gets attacked by the two others. People just notice the times one team is being dented and make blanket statements out of it.

Quote Originally Posted by gidsonBrand View Post
Personally, I don't see the problem with large AoE bursts or why people are calling for it to be nerfed. Being the attacker and getting 16+ kills is an amazing feeling, and Frontlines is the only place you can get that.

While this is also possible in Rival Wings, the difference is that single-target burst is viable in that mode thanks to LB generation and reduced damage resistance.

Modern pvp is all about bursting correctly, and when there are 48 enemies on the field it will always be about bursting the most targets in the shortest amount of time. Since single target isn't viable, group AOE is the solution (and a more fun one at that). If you cap AoE at 5, matches will get real boring real quick.
Why would it get boring? It's not like AoE would stop being the better option...

Also I can't say I can relate to seeing 16+ players keeling over after executing literally braindead strategies that are even more braindead when 95% of the playerbase is not even playing the same game. Countering it requires so much effort that you'd be better of just fielding your own premade of DRK abusers, much more efficient. If anything getting into the same teams that use this is the most boring shit I've ever had the displeasure to play in FLs. On thing I'll give to modern FL players though, they don't care, they just go back again and again. I do remember days in SB against a different kind of abuse, some teams would just refuse to go back and fight and just wait on their spawn so the game would end.