Ah there you are. Agree about Purify. Do you feel crowd control, is overly oppressive?




Not gonna lie the 3s purify is also a blight in CC. I don't know why they changed it.
Guard has never been a tool to escape, but either as an engage tool before you actually have to retreat, or as a last attempt to give you time and hope your healers or other team members will save you, otherwise whether it's CC or especially FL, you're probably stunned and dead as soon as you get out of guard.Guarding reducing your movement speed to a crawl is unnecessarily punishing. As a defensive tool its useless for players at the frontline who want to retreat after a push. Nine times out of ten using it strategically only works to buy some time until your 27 buddies show up.


I believe they wanted it to be a more defensive tool than offensive one. It's technically available more often, but it's not going to let you do your damage effectively, it's more for you to get out and let your team cover you while you back line for a bit.
I just want some competent job design along with a mild difficulty curve. Asking for more seems to much right now.
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It was a melee meta for competent players that knew how to play melees. A lot of casual players just didn't know how to pull it off and died easily, but otherwise in competent hands melees reigned supreme in FLs, especially for solo play. It doesn't mean that you couldn't achieve anything as a ranged job (high BH was as easily achievable and some ranged jobs were totally meta in DRK premades), but you were at least a lot easier to kill. Trying to get rid of a BH5 NIN or DRG was just a good joke unless they really got caught pants down.
Guess I just completely disagree with your outlook on good BH5 melee players. They dealt a lot of damage and didn't die often in my experience. I've done it myself and didn't find it especially hard, comparatively how easy it was to get demolished as a BH5 ranged player. The only thing I do agree with is that ranged jobs had no less offensive capabilities than melees, depending on the job, but otherwise it actually required more skill to stay alive with those.
Last edited by Valence; 12-08-2024 at 07:48 PM.
Guarding reducing your movement speed to a crawl is unnecessarily punishing. As a defensive tool its useless for players at the frontline who want to retreat after a push. Nine times out of ten using it strategically only works to buy some time until your 27 buddies show up.


For my style of play it's pretty much negligible. Once I get in and get the pull,getting CC'd or not doesn't really matter because they're about to be dancer LB'd.
I could find it more annoying for those who poke at each other and are in a attrition battle.
Right. Yes, it's likely more annoying for solo players. Thank you.
Yes, that's what I said. That should be changed.
Played a frontline today as part of my daily roulette, and thought I should share that in my team, there were a grand total of 4 melees present (myself included). The other teams were a little better with 7 each. Even beyond a meta conversation, it's clear that for the average player, melees in their current state are not fun, and it seems at this point most have dropped them.
Last edited by DolphinsFan; 12-10-2024 at 02:15 PM.
Be interesting to see how far this trend goes.Played a frontline today as part of my daily roulette, and thought I should share that in my team, there were a grand total of 4 melees present (myself included). The other teams were a little better with 7 each. Even beyond a meta conversation, it's clear that for the average player, melees in their current state are not fun, and it seems at this point most have dropped them.
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