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  1. #1
    Player
    IDontPetLalas's Avatar
    Join Date
    Oct 2020
    Posts
    1,419
    Character
    Alinne Seamont
    World
    Goblin
    Main Class
    Astrologian Lv 100
    Personally, I don't like balancing that greatly favours one type of job over another. OP may have (or may not, to be fair) that we've be living through a period when melee had a relatively easy life, so it's normal to be unhappy when the balance swings the other way. has it swung too far, to favour ranged- or is it that to play a melee, you need the support of the rest of your team- as you should and you can't just yolo your way and take on 5 ranged even if they hit their buttons? Edit - btw, NOT saying that OP was doing that, I've just seen too many being able to do that.

    Given Square's lest than stellar balancing, I would agree, they may have adjusted a bit too far in favour of ranged, however melee doesn't equal invulnerable if they want to play that role of "we wade into the forefront, we protect the weak/fragile" - then a good half of them should learn to peel/ coordinate as a melee should- with their healers/ranged- which at half of them don't. Being generous there.
    (3)

  2. #2
    Player
    IceEyes's Avatar
    Join Date
    Dec 2024
    Posts
    43
    Character
    Shani Shy
    World
    Alpha
    Main Class
    Warrior Lv 100
    Quote Originally Posted by Archeron View Post
    Before 7.1, on my melee jobs I wouldn't think twice about running towards the enemy team, blasting off my kit before quickly withdrawing. Now I get halfway to the enemy team, I'm hit with every single form of CC in the game and bounced around like a ping pong ball, and killed in seconds.

    Without an entourage of healers, or an invuln spell, it seems pointless to even try charging enemy lines anymore, and the majority of NA seems to agree with this as most of my teams seem to consist of 80-90% ranged jobs (Ninja may as well be lobbed in with ranged at this point...) People who I play alongside frequently now exclusively play ranged jobs.

    It seems to me class balancing has taken several, massive leaps backwards compared to the system we had prior. Unless I'm missing something, that makes melee somewhat more playable, I don't think I will continue to play Frontlines beyond my FoMo season rewards.
    I disagree with the thesis that it only happened after 7.1

    The vast majority of players in any role in FL play extremely carelessly and put minimal effort into winning. Most have always preferred ranged combat because they are safer, and melee classes like Samurai or Monk have always suffered in such meaningless wall-to-wall firefights.

    The Dragoon rotation has not changed at all and even became slightly better. If we consider tank roles, Gunbreaker and Paladin have always been underdogs in FL due to the obvious advantages of Warrior and Dark Knight.

    Also nothing changing with mindless DRKs who jumped into the crowd alone and died without any effect and without the support of allies (which, in principle, is true for almost any melee job).

    The meta in FL is built around a burst of large control and AoE damage in a short time. If that not happend then...

    ... No matter what class you play, it's not fun and just boils down to boring throwing range AoE an each other if one or more sides don't have players willing to shape the game strategy and lead the others.

    The FL maps needs to be changed completely. Make players move in smaller groups (preferably 8 people). More points of interest. In such conditions, the jobs like monk and pal will feel much better than 24/24/24.
    (2)
    Last edited by IceEyes; 12-06-2024 at 08:00 AM. Reason: punctuation marks

  3. #3
    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 IceEyes View Post
    I disagree with the thesis that it only happened after 7.1

    The vast majority of players in any role in FL play extremely carelessly and put minimal effort into winning. Most have always preferred ranged combat because they are safer, and melee classes like Samurai or Monk have always suffered in such meaningless wall-to-wall firefights.

    The Dragoon rotation has not changed at all and even became slightly better. If we consider tank roles, Gunbreaker and Paladin have always been underdogs in FL due to the obvious advantages of Warrior and Dark Knight.

    Also nothing changing with mindless DRKs who jumped into the crowd alone and died without any effect and without the support of allies (which, in principle, is true for almost any melee job).

    The meta in FL is built around a burst of large control and AoE damage in a short time. If that not happend then...

    ... No matter what class you play, it's not fun and just boils down to boring throwing range AoE an each other if one or more sides don't have players willing to shape the game strategy and lead the others.

    The FL maps needs to be changed completely. Make players move in smaller groups (preferably 8 people). More points of interest. In such conditions, the jobs like monk and pal will feel much better than 24/24/24.
    I'd agree that ranged jobs have always been more popular amongst those in FL with little commitment and/or skill. The problem in 7.1 is you can play ranged poorly, and still completely throttle melee/tank. What also seems to be happening is that it's driving the better players away from melee/tank, thereby compounding the problem through the increasing imbalance in numbers.

    Maybe we should take a page out of the book of the Healers Union and everyone switch to ranged. I wonder if SE would even notice?
    (1)

  4. #4
    Player
    Valence's Avatar
    Join Date
    Oct 2018
    Posts
    5,216
    Character
    Sunie Dakwhil
    World
    Twintania
    Main Class
    Machinist Lv 100
    Quote Originally Posted by Mawlzy View Post
    Maybe we should take a page out of the book of the Healers Union and everyone switch to ranged. I wonder if SE would even notice?
    No reason they wouldn't notice. FL has gone through a soft range meta a couple of times in the past, and that's when they decided to introduce innate damage resistances, either in late SB or ShB, I don't remember, which shifted the meta full on melees and has remained as such until 7.1. The tragedy of FLs before 7.1 is that ranged was a forgiving, relatively safe pick for casual players, but at the same time so squishy that it actually made them into prime targets all the time, which was in reality just the illusion of safety. Melees were the actual meta jobs and literally unkillable under the hands of good players (or just decent players for ranged melees like DRG or NIN).
    (2)

  5. #5
    Player
    AristocraticCorgi's Avatar
    Join Date
    Jun 2016
    Posts
    131
    Character
    Karasu Suki
    World
    Louisoix
    Main Class
    Paladin Lv 100
    melees are a freaking pest in CC

    they can disrupt a team very easily if handled properly, i have done it and others have done it to my team

    however, I admit that I have been to FL and it's utter madness, even more than it was before!

    I do prefer CC these days...
    (2)

  6. #6
    Player
    Miki_L's Avatar
    Join Date
    Nov 2023
    Posts
    63
    Character
    Miki Loire
    World
    Midgardsormr
    Main Class
    Gunbreaker Lv 100
    Can't do anything in Frontlines as melee without being slowed by an Astrologian who wasn't even targeting you.
    (9)

  7. #7
    Player
    Aco505's Avatar
    Join Date
    Dec 2021
    Posts
    956
    Character
    Aco Nale
    World
    Moogle
    Main Class
    Dragoon Lv 100
    I find it too rough that DRG deals -20% with all actions in FL. This negative modifier should apply to the LB only, particularly considering its longer recharge time.

    I also don't see the point of the new Drakesbane. You barely ever use it because the basic combo turns into both Heavens' Thrust and Starcross, making the combo break quite often while bursting.
    (2)

  8. #8
    Player
    DolphinsFan's Avatar
    Join Date
    Jul 2024
    Posts
    25
    Character
    Yui Fins
    World
    Adamantoise
    Main Class
    Paladin Lv 100
    Admittedly I haven't played much fl this patch because I'm tired of trying 5X as hard on pld only to do something like 800K damage, and I'm trying (and failing) to learn cc, but as a regular player in 7.0, I'm a bit surprised at the narrative that it was such a melee dominated meta. I think it's dangerous to suggest so, as it implies a correction needed to be done based on melee-ranged lines rather than on an individual job basis. I don't think ranged were at that much of a disadvantage in 7.0, and I think it's a bit revisionist to say that the meta was dominated by melee when astro was still an absolute menace back then. There were outliers in the form of drk and brd that certainly contributed to the narrative, but most ranged were able to effectively contribute as much as most melees. Smn and Blm were able to hit the two million damage mark easier than any melee, whm was a master of disruption with poly and I've seen some disgusting things being done with its lb, dnc probably had the most unfair ability in the game with its lb, and sch stacks despite being a bit of a meme were the only things that could generate more aggro than Olivia Lugria.
    As for good melee players being un-killable, I'd argue that they often died more than bad melee players. A good melee player would leverage their increased survivability as much as possible and put themselves in more dangerous positions to make their team safer and use their kit to its fullest potential. A bad melee on the other hand would keep to their backline, ignore their melee abilities, and run at the first sight of danger. Yeah, they wouldn't die, but they also wouldn't do any damage and their team would probably rack up more deaths instead. I think only ninja really allowed for a true ranged playstyle while effectively using its kit, but while it excelled with single target and getting kills on its own, I wouldn't call it much of a meta pick because it didn't have anything special when it came to aoe.
    (2)

  9. #9
    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 DolphinsFan View Post
    Admittedly I haven't played much fl this patch because I'm tired of trying 5X as hard on pld only to do something like 800K damage, and I'm trying (and failing) to learn cc, but as a regular player in 7.0, I'm a bit surprised at the narrative that it was such a melee dominated meta. I think it's dangerous to suggest so, as it implies a correction needed to be done based on melee-ranged lines rather than on an individual job basis. I don't think ranged were at that much of a disadvantage in 7.0, and I think it's a bit revisionist to say that the meta was dominated by melee when astro was still an absolute menace back then. There were outliers in the form of drk and brd that certainly contributed to the narrative, but most ranged were able to effectively contribute as much as most melees. Smn and Blm were able to hit the two million damage mark easier than any melee, whm was a master of disruption with poly and I've seen some disgusting things being done with its lb, dnc probably had the most unfair ability in the game with its lb, and sch stacks despite being a bit of a meme were the only things that could generate more aggro than Olivia Lugria.
    As for good melee players being un-killable, I'd argue that they often died more than bad melee players. A good melee player would leverage their increased survivability as much as possible and put themselves in more dangerous positions to make their team safer and use their kit to its fullest potential. A bad melee on the other hand would keep to their backline, ignore their melee abilities, and run at the first sight of danger. Yeah, they wouldn't die, but they also wouldn't do any damage and their team would probably rack up more deaths instead. I think only ninja really allowed for a true ranged playstyle while effectively using its kit, but while it excelled with single target and getting kills on its own, I wouldn't call it much of a meta pick because it didn't have anything special when it came to aoe.
    Isn't 800k pretty good on PLD though? I would think it is at least for solo queueing. I'd suggest it's in better shape than WAR, since it's at least allowed on the front line during its invuln.

    And talking of Olivia, I heard she's back and playing DRK. Don't know the stack comp, but she still racked up 69 assists apparently on Seal Rock.
    (0)

  10. #10
    Player
    OliviaLugria's Avatar
    Join Date
    Jan 2024
    Posts
    487
    Character
    Olivia Lugria
    World
    Sargatanas
    Main Class
    Black Mage Lv 100
    I never left >.> was doing my grind to crystal in CC in considering going for top 300 this season.

    I do think range defense could go back down just a little bit. Not all the way to pre 7.1.

    The biggest hit for melee right now is 3 second purify.
    (2)

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