What if they took out the middle pve pinata and instead gave us something more like the platform jump zone of coils but with combat objectives that we have to pick to send one party to.
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What if they took out the middle pve pinata and instead gave us something more like the platform jump zone of coils but with combat objectives that we have to pick to send one party to.
So what is chainsaw potency now when fully optimal? 16k or 18k?
18k for chainsaw
Wish they would've left shatter alone, I like that map, hopefully ruins just gets jump pads and not a complete rework
hey guys, everybody is squishy again! im so freaking happy!
Didn't think it was possible, but they actually made Shatter WORSE.
Boring as all hell now.
I thought my black mage was made out of paper.. now I'm made out of thin air.. squeenix please stop trolling this is worst than it was
Those drg and sch buffs are making me laugh so hard and shatter is now even worse than before.
These new Shatter changes... Yikes.
Rip, my favorite mode.
Shatter changes are ok, just don't hit the crystals and do pvp, most people are going for the pve anyway.
I'ev only had one game of shatter where the team I was on actually wanted to fight instead of mindlessly rotate between the small ices that constantly respawn. Wish we'd see changes that actually encourage fighting in the pvp mode, but all I can think of right now is denying rewards to 2nd and 3rd.
Is it possible to disable the new added score info? I cant find it in the settings?
eddit: nevermind i just found it in the layout setting while being in the pvp area in limsa
Shatter mode's ruined: used to be a great map for team fights, now it's just people seesawing to different ice respawns. They took out Secure to give us a worse Secure.
I'd really love to know what brand of wall spackle the PvP team's been quaffing non-stop since 6.1.
Could be wrong, but don't the big ice on side only have 2 ways out?
One team can always be trapped in there with no way out aside from going through an enemy base or through the 3rd enemy that's in the mid pathway, can prob get some great work done once people realize that.
I think DNC LB nerf was more due the combo potential with other damaging AoE LBs and DRK. The DNC's itself is kinda underwhelming due lasting too little while making the DNC extra exposed to almost being a free BH lol
And as someone who mostly played as MCH before the whole PvP rework, I completely agree.
The new shatter maps feels like it leads more or less to non-pvp games where every team is just racing from one crystal to the next because they spawn so quickly. The increased amount needed to win the match didnt feel necessary. New shatter involves a lot less fighting in my experience so far.
The new shatter isn't a PvP map. It's a PvE map with some open world PvP. Honestly which of the developers made this map, and compared it to the old one and said, yes - This is fun. I enjoyed this, I prefer this lets do this, and also lets make it take as long as borderland ruins because thats what front line players want.
Yeh, I try to get people to fight on it, but they just run from ice to ice, this rework is a massive failure, previous shatter was way better.
The walls in mid are dumb aswell, makes it way to easy to hide behind if you take damage and just heal up.
It's sad that the more of these threads I read the happier I am that I haven't touched FL since patch.
people seem to actually take damage and die now in frontlines. what a patch!
If they did a system of fewer ice and made them worth more/reduce the points to win, it would better encourage people to get around ice and fight the territory before the spawn. Which makes me feel: I like the layout of the new one more, but the scoring and objective tremendously less.
Other map changes are a little clumsy. They lowered points to win to make matches faster, but objective timings are a little off, and now the amount of time you spend in transition feels more annoying when the total match time is shorter, since it means you spend more of your time moving around. With smaller maps and different objective timings/layouts, this could work, but as it is the changes feel incomplete.