I'm aware they don't balance for Frontlines, but were adjustments made that would trickle down as a QoL for it I would appreciate it
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- Double Down can be finnicky to hit anything with unless you just used Rough Divide on someone and if they're running away sometimes server ticks just say you missed anyway. It also has no interaction with the Junction system
- Get rid of Solid Barrel and replace it Gnashing Fang? As a skirmisher, there are very few instances where you have exhausted ALL your resources forcing you to use Solid Barrel, and if you do, you might as well be doing no damage anyway. Heck, you could even replace Burst Strike as the 15s CD attack since in PvP it's as strong as Wicked Talon
- Suggestion: Replace either Double Down with Lion Heart combo (5y range, 3y AoE effect), or make Lion Heart combo 15s cd and Gnashing Fang default combo, with each Lion Heart combo activating Junction bonuses.
- I don't want them to give GNB more crowd control, but I would really like if it had resistance to it in No Mercy or Nebula (but this would make Nebula even more valuable, and it is already arguably the most important Junction skill in both FL and CC), at least for Heavy, Stun, and Draw-in. In both modes, not being able to engage first without considerable risk and having to hide behind teammates just feels bad, especially when they don't feel confident to go in either.
- It also makes it considerably harder to play Hit-and-Run compared to Monk, Ninja, or Dragoon. Monk's Thunderclap allows them to target allies to escape much easier while also coming with its own shield too, on a shorter cd while not having to rely on it for damage and healing up too. The increased heal potency on Recuperate in No Mercy is meaningless when getting chain stunned to death.
- In a design philosophy that inherently allows high burst damage and the common sense of focusing one opponent at a time, Healer Junction will always remain the weakest. Frankly, I'm not really sure what to do about this except maybe let Continuation heals automatically target the lowest HP member on your team.
- Relentless Rush can be frustrating because it can be good but terribly susceptible, including factors that are outside player control (i.e. players with certain tools that detect when GNB LB is activated to instantly target and use a CC skill on them). It also needs No Mercy active, which just echoes my desire to have some form of CC-protection above, even if it still executes its attacks, losing control of it entirely over just a single one of its counters of which I have to worry about 8 or so at a time, let alone if the enemy chains them. I think knockback as a counter to it should exist (as well as other LBs like MNKs, RPRs, DNCs, etc), but how exactly does one play around the counters when they have such short cooldowns in comparison? ...Or I could just switch to DRG, be completely safe in LB, and say "you have to guard this or die"
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