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  1. #21
    Player
    Mawlzy's Avatar
    Join Date
    Sep 2023
    Posts
    2,755
    Character
    Jessa Marko
    World
    Adamantoise
    Main Class
    Machinist Lv 100
    Quote Originally Posted by WutWut View Post
    1) Nerfing recuperate like this will only make Frontline even more rDPS and more premade reliant in practice: suddenly it's going to matter more if you're queuing up with a dedicated healer, and we're going to return to the pocket healer era. mDPS and tanks are perfectly killable as is with smart use of CC and burst damage.

    2) 30 seconds sounds very long, but I could agree with some form of CC resistance outside of purify and similar support abilities: we actually had this for a while in ShB! 10s immunities for each type of CC and it being applied again. This was sorely missed when 6.1 came around.
    I think CC resistance is precisely the sort of thing that role actions could address effectively. I really like the idea of individual players having the choice to add such a defensive tool, or skip it in favor of an offensive one.

    I do hope the devs keep their eye on the ball as the players experiment with these role actions, though. One of the main problems in 6.X was that they basically left it alone for way too long, despite the obvious shortcomings once the meta had stabilized.

    I also hope everyone involved in matches actually has the role actions on their UI, but I'm not optimistic.
    (0)
    Please quit telling me to unsubscribe; I already have.

    Proletarier aller Länder, vereinigt euch! Ihr habt nichts zu verlieren als eure Ketten.

    #NeverForgetMao

    Vive la résistance!

  2. #22
    Player
    Valence's Avatar
    Join Date
    Oct 2018
    Posts
    4,023
    Character
    Sunie Dakwhil
    World
    Twintania
    Main Class
    Machinist Lv 100
    Quote Originally Posted by gidsonBrand View Post
    One of the few good parts of Secure was the ability to shadow capture the enemy's nodes when the teams go to the middle, or if you're just feeling cheeky. That came with the risk of getting 24 players coming after you, but it could possibly result in a 4v8 or 8v8 situation if maps are designed like this in the future.

    My main point is, more firepower from role actions, battle high, even the Secure point's damage buff means that kills and progress can be made without the entire alliance present. And I LOVE that!
    I do remember it being a thing before the mount speed buffs, but as it stands, I think we're just gonna go back to ShB+ secure which was blobs moving between points because people were fast enough. Base > Mid for nodes > side 1 > side 2 > side 1 > side 2 > etc. Skirmishes sometimes do emerged, but I never really bothered because it was clear that a blob was on its way as soon as you were noticed, and odds were you were going to die. I do understand that the capture point buff will help alleviate this, but with the added teleporters? Nah, people are gonna blob the crap out of this map.

    I do hope I'm proven wrong though, but why would people play it differently than what it was after the mount changes? Now you can even mount on the run to shave off some more seconds between travels.

    Quote Originally Posted by gidsonBrand View Post
    Honestly, if we had to split into more skirmishes (and have the ability to win by doing so) then the meta might turn into 6 premades on a team, just for the added coordination. Which would be awesome -- right now, either the entire alliance succeeds or nobody does. If I'm going in with 3 of my friends, I at least want us to say we did something cool rather than getting anchored.
    I think if we had maps with clear alliance split directions, ending up basically with full parties or even light parties everywhere, premades would just butcher everything as well. Maybe less of a total impact on the game's outcome, yeah I could see that. But on the other hand, if you're solo with your little group of randos, are you seriously going to engage a group of 4 BH5 players on the other side?

    Quote Originally Posted by FALCSMASH View Post
    -Make Recuperate more expensive for non-support roles. Instead of 2500MP, make it 4000MP peruse. Non-support class sustainability is a little too good.

    -Give us stun/silence vulnerability cd's. We should get a 30-second or longer immunity after being stunned or silenced consecutively. Frontlines has become someone who can hit you with stun/silence consecutively long enough so you can't act until your health bar is depleted.
    1) Support jobs are already S tier... And even if that's only within the realm of FL, what is the goal exactly? So that green and blue jobs have an easier time surviving compared to red jobs? Do they truly need this, with all the tools already at their disposal for this?
    2) So basically, I bait any CC coming my way first, and once I get stunned by some random crap, I can run in unimpeded and cause havoc without being punished? I'm like everyone, I hate the CC chain stuns in FL. It can already be borderline obnoxious in crystalline conflict, so in FL? It's awful. But let's see what fetterward does first to alleviate the problem? Alternatively a 5s immunity after one crowd control I could also agree with as long as it remains simple and down to one universal immunity and not the obnoxious cc dependent immunities of ShB that were an absolute nightmare to track (does the target has stun immunity? heavy maybe? bound? knockback?... urg).
    (1)

  3. #23
    Player
    gidsonBrand's Avatar
    Join Date
    May 2024
    Posts
    117
    Character
    Gidson Brand
    World
    Goblin
    Main Class
    Dancer Lv 90
    Alright so, a few thoughts now that the patch is out.

    - Swift + Sky Shatter is absolutely terrifying
    - Chiten and Bloodbath gives you a functional 4 second invuln
    - Full Swing is WAY too goofy

    All in all, lot of very weird options were added in this patch, and oh my god they feel so unbalanced in the best way possible.

    7.25 is going to adjust it for sure, but I've never had this much fun in Front lines. GG devs.
    (1)
    xivcompetitor.carrd.co || twitch.tv/gidsonBrand

  4. #24
    Player
    Teno's Avatar
    Join Date
    Jul 2014
    Posts
    858
    Character
    Teno Gestalt
    World
    Moogle
    Main Class
    Sage Lv 100
    Couple of observations:

    - Tanks : Rampart makes you near invincible, much more valuable than I anciticipated. With GNB and the circle it's so many free counter attacks. On warrior you can rotate bloodwhetting+aoe, rampart and guard for dozens of seconds of near invincibility. Full Swing is also a blast as expected, after monk's stun removal I am satisfied.

    - Melees : swift is very very strong. You can already see plenty of vipers just diving in and juggling anti-cc, scales, guard and whatnot. on top of the hp regen. And then get out with swift after the last scales because of the slightly delayed regen so you have time to retreat. The dash to any friendly also helps now. Bloodbath and ninja/samurai works very well.

    - Ranged : the guard pierce attack is good.

    - Casters : the meteor is good, but with the modifiers it sometimes feel a bit underwhelming.

    - Healers : diabrosis is good, you can definitely feel the impact but it's not overbearing either, people just back off earlier.

    Very fun skills all around, some very strong, near op stuff on paper, yet in practice it's perfectly fine.
    (3)

  5. #25
    Player
    Bonoki's Avatar
    Join Date
    Apr 2019
    Posts
    691
    Character
    Phoebe Iris
    World
    Balmung
    Main Class
    Dark Knight Lv 60
    We use have 8v8v8 opportunities a long long time ago, and the premades back then curb stomped. To be fair, it was easier to spawn camp as well. What I'm saying is, 8 uncoordinated players will be worse than 4 - 8 coordinated players. There's a lot less sticking together in 8v8v8 if you aren't a premade.
    (1)
    99.99% chance probably a Titanman alt

  6. #26
    Player
    MisterNublet's Avatar
    Join Date
    Oct 2020
    Location
    Gridania
    Posts
    414
    Character
    Autechre Voidmoon
    World
    Midgardsormr
    Main Class
    Sage Lv 90
    Every game has been >20 ranged and and 4 "melee" jobs.

    Battles devolved into throwing an AoE for freebie battle high and then running away.

    They need to cut the healing from recuperate on ranged jobs in half and make it so sprint falls off and goes on cooldown when taking damage.

    Since they've decided to remove CC from the melee jobs and leave most ranged jobs with access two 2, killing ranged jobs has been nothing but aggravating.
    (2)

  7. #27
    Player
    Mawlzy's Avatar
    Join Date
    Sep 2023
    Posts
    2,755
    Character
    Jessa Marko
    World
    Adamantoise
    Main Class
    Machinist Lv 100
    Quote Originally Posted by Teno View Post
    Couple of observations:

    - Tanks : Rampart makes you near invincible, much more valuable than I anciticipated. With GNB and the circle it's so many free counter attacks. On warrior you can rotate bloodwhetting+aoe, rampart and guard for dozens of seconds of near invincibility. Full Swing is also a blast as expected, after monk's stun removal I am satisfied.

    - Melees : swift is very very strong. You can already see plenty of vipers just diving in and juggling anti-cc, scales, guard and whatnot. on top of the hp regen. And then get out with swift after the last scales because of the slightly delayed regen so you have time to retreat. The dash to any friendly also helps now. Bloodbath and ninja/samurai works very well.

    - Ranged : the guard pierce attack is good.

    - Casters : the meteor is good, but with the modifiers it sometimes feel a bit underwhelming.

    - Healers : diabrosis is good, you can definitely feel the impact but it's not overbearing either, people just back off earlier.

    Very fun skills all around, some very strong, near op stuff on paper, yet in practice it's perfectly fine.
    100% agree about Rampart. Once I got bored of the Full Swing punt, this felt like way the best tank option.

    Diabrosis is my AST default. I was frustrated by the long cooldown at first since you really want it before doublecast gravity, but realistically much shorter would make it OP. You really have to stay ranged with the squishy classes - any foray into the melee gets you deleted. Oh and I want my 4s back on Epicycle, dammit.

    Still too much CC for my liking.

    My main worry is that when the zerg splits, an enemy on full zerg just annihilates the smaller numbers. I think this will only get magnified as premades find the ideal stack.

    The meteors need a graphics detune IMO, there is already too much mess even on "some effects" and this just gives me a headache.
    (1)
    Please quit telling me to unsubscribe; I already have.

    Proletarier aller Länder, vereinigt euch! Ihr habt nichts zu verlieren als eure Ketten.

    #NeverForgetMao

    Vive la résistance!

  8. #28
    Player
    Valence's Avatar
    Join Date
    Oct 2018
    Posts
    4,023
    Character
    Sunie Dakwhil
    World
    Twintania
    Main Class
    Machinist Lv 100
    I must say I hate the battle high changes. You don't feel rewarded for getting it at all, especially in Borderlands because pve actually rewards a lot of it too.
    I wish they could dial it down back to 2 per assist. If I had my way I'd actually do it 10 per kill divided by the amount of assist, down to 2.
    (1)

  9. #29
    Player
    Mawlzy's Avatar
    Join Date
    Sep 2023
    Posts
    2,755
    Character
    Jessa Marko
    World
    Adamantoise
    Main Class
    Machinist Lv 100
    Quote Originally Posted by Valence View Post
    I must say I hate the battle high changes. You don't feel rewarded for getting it at all, especially in Borderlands because pve actually rewards a lot of it too.
    I wish they could dial it down back to 2 per assist. If I had my way I'd actually do it 10 per kill divided by the amount of assist, down to 2.
    I don't hate the BH change, but see your point, plus I don't really understand the motivation.

    Pre-change, if I got BH5 and we won I'd be pretty sure I played decent. Yesterday, getting anything other than BH5 either meant I played poorly or the team got steamrolled.

    More generally I feel anything like this that is easily capped just indicates a tuning issue.
    (1)
    Please quit telling me to unsubscribe; I already have.

    Proletarier aller Länder, vereinigt euch! Ihr habt nichts zu verlieren als eure Ketten.

    #NeverForgetMao

    Vive la résistance!

  10. #30
    Player
    Teno's Avatar
    Join Date
    Jul 2014
    Posts
    858
    Character
    Teno Gestalt
    World
    Moogle
    Main Class
    Sage Lv 100
    Quote Originally Posted by Valence View Post
    I must say I hate the battle high changes. You don't feel rewarded for getting it at all, especially in Borderlands because pve actually rewards a lot of it too.
    I wish they could dial it down back to 2 per assist. If I had my way I'd actually do it 10 per kill divided by the amount of assist, down to 2.
    If anything it feels more rewarding now to try and sync with teammates and not go for the "ks". More freedom to coordinate with people you recognize in an fl since you're not competing for bh as much.

    Though it means that every bard and their mother is bh5 now.
    (0)

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