The proposed changes would make it less fun for people who play FL more than once a day, IMO. There are plenty of other things they could do to help with meta-teams crushing rouletters. But I don't think this is it.



The proposed changes would make it less fun for people who play FL more than once a day, IMO. There are plenty of other things they could do to help with meta-teams crushing rouletters. But I don't think this is it.
Switching from burst to sustained damage would help, which is apparently what the devs thought the 7.1 patch would do. I'm still troubled by that. Was that the case in CC?



CC is still very much heavily burst focused in the sense that if you don't instantly delete someone, then you wouldn't be killing them slowly anyway.
Also all the MP removal abilities and crowd control just increases the potential to burst someone down, especially since they also reduced the duration of Purify.


Just to be clear, we still manage to stay above 50% on shatter. It’s just harder to overcome rng and targeting now.She mentioned here that Shatter (which used to be her most successful map, I believe) has become less so since 7.1. Overall I regard her as more effective than any of the other active commanders on Aether. I personally prefer more chaotic encounters. The appeal of PvP for me is that each fight is different. That is less true when the only effective strat is playing follow the leader of the premade.
Thanks for the compliment though. New guide is officially out, you should take a look.
Ah nice it's out of preview. I have dipped into it on multiple occasions. Good gravy, honey, if they actually add role actions in 7.2 you're gonna be busy again.
What is driving the RNG on Shatter, though? You mean primarily the initial spawn pattern?
IMO the biggest RNG on shatter is who you get queue'd in with. How many of them are good players that can press buttons and aren't sidetracked by "objectives".
On the subject of the original thread, i haven't read all 14 pages:
My opinion about premades is that there is too much crowd control that can effectively do the following mechanic: drk for suck in - dnc/warrior/reaper do the stun/remove guard/paralyse - big aoes follow up.
Purify change has been good, however good players were rarely getting caught by drk meta stack anyway. It only still really exists in shatter in a similar way [as pre 7.1], because a lot of casual players get sidetracked by ice and don't see the meta stack coming towards them in a very obvious way.
In general people should be able to q in with friends. That's why mmos are fun.


The ice spawn rng always being 50/50. It doesn’t matter how fast you break your own ice if the enemies then proceed to take so long that your ice can be skipped. Getting skipped once is recoverable, but if it happens twice you’re basically out of the game (unless the enemies are just bad)
Agree 1000%.As certain as the day is long, premades are the absolute bane of Frontline.
By far worse than players who idle at nodes, players who don't know their class yet, players who are just there for the XP, players who are allergic to healing.
By far more impactful than tiny potency changes or adjustments to job balance.
Premades completely suffocate any chance of fairness. They make a team dominate. It takes active effort and cooperation between the other two teams to deny them a sure victory.
The only people who like premades are people who regularly play in premades.
To combat this, any number of the following changes could be made:
1. Prevent premade parties from queueing to FL or only match premades with other premades.
2. Prevent players from placing markers on themselves or teammates.
3. Prevent waymarks from being placed within 10 seconds of the most recent waymark placement.
4. Prevent chat sound effects.
Thank you, and remember - premades are the worst!
I'm in a losing streak in Frontline due to being unfortunate enough not to have a premade in my alliance.
It just sucks that THAT is the determining factor whether you win or not. It's not fun.
EDIT: whoooops I just read the entire thing and I do disagree with point #2 and #4. Sound effects are essential for your team to pay attention to where they should be going. Targetting someone is also good for some sort of group cohesion. Premades are bad, leadership and cohesion is good.
Last edited by Wilford111; 02-09-2025 at 04:14 AM.

Kind of wish SE would remove battle high, might fix a few things in FL, and I want a better system instead of random nodes and ice. Have a feeling new boarder land going to be just claiming again and no more tower to knock people off for easy win.
Happy Shatter Day everyone
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