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  1. #1
    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

  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 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)

  3. #3
    Player
    Valence's Avatar
    Join Date
    Oct 2018
    Posts
    4,737
    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)