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  1. #37
    Player
    Valence's Avatar
    Join Date
    Oct 2018
    Posts
    4,323
    Character
    Sunie Dakwhil
    World
    Twintania
    Main Class
    Machinist Lv 100
    I mean as long as we'll disagree so strongly on how JP plays differently from western players or not, I see little ways for us to even reconcile anything or agree or anything. This is the fundamental basis of agreement that's lacking. You linked a video to show me how JP is supposedly playing different where "everyone understands their role", and I've analyzed everything I've seen on the video. I'm actually glad someone could finally provide some footage of JP Frontline, because it's not that easy to verify by oneself without crazy amounts of efforts.
    And the thing I've seen is that there seems to be better organization at the opening until minute 3 where you have 3 groups pushing each of the 3 fronts for the team. Past that, it turns into a familiar spectacle I've witnessed everywhere on western DCs.

    So please, let's not try and pretend that JP isn't about "horde stampede" because that video clearly shows otherwise, it's been a giant blob mowing down everything as soon as minute 3 happened.

    The root cause of current NA player behavior is tied to how our Frontline culture developed.
    DRK is the current meta, but before that it was WAR/PLD charging into the enemy, followed by the horde AoE-ing everything down.
    Nothing has changed.
    Even you deleted the DRK, NA/EU players will still play every Fronline mode like a a reskinned Onsal Hakair.
    I do agree with this, it's been like that since the pvp changes in EW that made AoE suddenly viable in FL. It's been like that everywhere since then, for obvious reasons. DRK has just been the most convenient enabler for it to happen, like other jobs in combination to it (DNC, RPR, WAR), but it's hardly the root cause of the problem. The problem is a combination of things that add up: AoE stacking, job enablers like DRK, and role action enables like Comet, Rampage and Rampart, but perhaps that's how the devs actually see the mode to be played, by stacking as many of those advantages together until they get out of hand, a bit like you want to stack 2min party buffs in pve, who knows. Frankly, playing with meta coordinated groups in FL almost feels like pve at times, with exact timers to follow down to the T.

    You're still deadset into saying that I'm obsessed with DRK, but I invite you to re read what I'm actually writing because this is starting to be very frustrating to constantly repeat that I've pointed at other strats and trends I've noticed especially since the addition of role actions.

    At this point I don't know how I can make it clearer that I'm not on a path to destroy DRK and point fingers at it, no more than I am hating on premades and want them removed. I have a feeling that most people that answered in this thread came with other agendas in mind and didn't care one bit about what I actually wrote because they just want to drop their own strawmen and paint me as a DRK/premade hater.

    In the end, it really comes down to this—what exactly do you expect to happen?
    Be practical, and don’t suggest things like banning premades or nerfing DRK.
    Those arguments are getting really, really old.
    Rework or remove Rampage, nerf or remove Rampart, as those clearly mess way too much with innate damage resistances and the overall mitigation of the mode and put too much of a weight on tanks.

    This is also a delicate issue they have been juggling with because for the casual players, melees are unplayable as they keep dying because they don't have the skill nor awareness of how to engage and retreat. This is why melees and especially tanks that don't have any zoom out options, keep being buffed in order for casual players not to feel absolutely useless with them, but in return this also makes melees and tanks incredibly overpowered tools in the hands of good players that do know how to use them. I don't have easy answers for this, but clearly what I wrote above would be a good start.

    Edit: oh, and yeah, rework Battle High so that points are split and shared between assists, and don't reward kills more than assists either. A 10 point kill should result in everybody getting 1 point if all the assists are 10 or above. Similarly, a 10 point kill should result in people getting 5 points if two people only participate. Of course, perhaps a kill should be worth more to compensate, like 20 points, split between all participants. I'm not deadset on the exact amount, I don't know what would be the most balanced there.
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    Last edited by Valence; 07-26-2025 at 05:52 PM.
    Secretly had a crush on Mao