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  1. #1
    Player
    gidsonBrand's Avatar
    Join Date
    May 2024
    Posts
    118
    Character
    Gidson Brand
    World
    Goblin
    Main Class
    Dancer Lv 90
    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.
    (0)

  2. #2
    Player Mawlzy's Avatar
    Join Date
    Sep 2023
    Posts
    2,824
    Character
    Jessa Marko
    World
    Adamantoise
    Main Class
    Machinist Lv 100
    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.
    I'd suggest describing FL PvP as "modern" is a stretch.

    Getting 16+ kills may be an "amazing feeling" for the bursting stack, but it is largely responsible for the tedious gameplay we're currently experiencing.
    (3)

  3. #3
    Player
    HylianBebop's Avatar
    Join Date
    Aug 2013
    Posts
    54
    Character
    Avatar Korra
    World
    Ultros
    Main Class
    Conjurer Lv 100
    Quote Originally Posted by gidsonBrand View Post
    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.
    I'd agree that single target is not viable in the current toolkit, but in the previous two iterations, there was more of a focus on single target bursts than there is now, and I felt like matches in one of those iterations (Stormblood kit) felt way better than what we have now. It felt like single target/small group bursts happened more frequently, and in general you have more prolonged engagements rather than the cat-and-mouse setups we see now. Yes, in the Stormblood iteration, AOE bursts picked up towards the end, culminating with the AOE burst setups involving mass sleep + ranged LBs all going off at once. They just did not happen as often. AOE abilities were mostly used in conjunction with healing role actions (IE SAM using AOE rotation + bloodbath to stay engaged in a fight longer). So IMO, from what I remember of the Stormblood kit + matches I played, fewer group bursts, heavier emphasis on marking a single player and calling quicker bursts on them, more constant engagement because you could self-sustain better in crowds. Also, CC resistances for each type on top of role action immunity abilities like Fettered Ward or WAR IR on a 30s CD to help you stay in a fight longer than you currently can via purify.

    I originally had a bullet point that was essentially about how I'd like SE to cange the toolkit to switch focus to single target abilities + AOE Debuff/Buffs/Support, change AOE DPS tools to be paired with self-sustaining skills so it's not about doing a lot of AOE damage so much as keeping you in the fight longer. But then I thought about it and decided that I'd actually rather SE look more closely at Rival Wings, which despite using the same toolkit, feels like AOE damage is not really a problem. That's because of the nature of the map design + multiple objectives. So if Frontline maps could be reworked to encourage more frequent objectives needing attention because they're crucial to winning (moreso than just simply running around to setup ambushes), then you would have more spread out engagements where you're not seeing 24-48 enemies "grouped up" ever, so the AOE meta loses its potency without changing a thing about the toolkit.
    (1)
    Last edited by HylianBebop; 10-21-2024 at 09:55 AM.

  4. #4
    Player Mawlzy's Avatar
    Join Date
    Sep 2023
    Posts
    2,824
    Character
    Jessa Marko
    World
    Adamantoise
    Main Class
    Machinist Lv 100
    Quote Originally Posted by HylianBebop View Post
    So if Frontline maps could be reworked to encourage more frequent objectives needing attention because they're crucial to winning (moreso than just simply running around to setup ambushes). Thus you have more spread out engagements where you're not seeing 24-48 enemies "grouped up" ever, so the AOE meta loses its potency without changing a thing about the toolkit.
    Big "if" IMO. First it requires SQEX to devise such maps, then it requires reprogramming players that are used to zerging around after a waymarker. If DRK+ stacking still works, it'll continue to define the meta.

    I'd suggest capping AoEs as you suggest, combined with a smaller gap between individual burst and 1-2-3 damage output, would be a more realistic path to distributed battles and skirmishes. The current mass bursting is a low-skill, monotonous playstyle that completely underutilizes FL potential.
    (1)