Because the majority I hear from are getting really tired watching two sets of hills repeatedly spawn right outside a GC's spawn.
It's infuriating actually, oh maybe this time they'll spawn in some different areas, nah.
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Because the majority I hear from are getting really tired watching two sets of hills repeatedly spawn right outside a GC's spawn.
It's infuriating actually, oh maybe this time they'll spawn in some different areas, nah.
Overall it sucks. Not because of the mode but because people can't play. We'll see after the hype is down how it "really" is.
I might be in the minority it, but I enjoy it a lot. The RNG can be extremely frustrating, but it makes it so every game is pretty unique and there's no "set" plan like the other frontlines modes. There's a lot of "OH S*$&" going on when you get a bad spawn or 2 groups happen to converge on each other, and that's some of the best part of PvPing.
The RNG also acts sort of as a balancer against one GC dominating over and over and admittedly makes it less competive. In Secure or Slaughter you could roll with a strong premade and almost guarantee your team was going to win. Here having a premade definitely helps a lot, but nothing is guaranteed. I even enjoy the random spawn points because it keeps it fresh - as an adder I almost never got to enjoy Sun Temple, I heard there was a lot of room for activities over there. In the new map I get to explore the caves, enjoy some quality time on the beach, and go climbing some hills, it's great.
My favorite part is when you're holding a point and there's a narrow corridor where numbers count for nothing that you're defending, and it basically feels like you're Sparta in 300.
I think a lot of the strategies are still being developed, and there's a lot of situations where you get in and nobody has a healer leveled yet, but over time these issues will go away. I don't even use half my new moves currently because I'm just not used to using them in pvp, so I'm pretty excited to see how I'll improve over time.
I still think secure 72-man was my favorite pvp experience in ff14 due to the fact that you actually got some 8v8 competitive battles going on, but seize is a substantial improvement from 72-man slaughter and it gives you both large scale and small scale (2v2, 1v1, etc...) battles that all occur organically.
I would still love to see a lot of changes, some 8v8 maps, removal of GC restrictions, etc... but as a standalone map I think Seize is a great addition.
They must put 24 and 8 people matches so it will be fater to find them and we can Play because play is what we want without spent/lose times and in my opinion, lb must be unstopable and faster so we can kill much and more :P ahh! and PUT X10 experience or something similar
I like it more than slaughter. Overall it's alright. Nothing special, nor is it bad.
I think knowing the terrain in and out eventually will help as well, I've headed to spawn points where I see a lot of teammates on the map but Oh no! I'm underneath it and it's just me and 5 people from an enemy team! I also think I know that choke point Blubbers is talking about (any chance of you transferring to Diabolos and joining Adders btw you'd be very welcome here :D) and had fun defending it against large numbers with just me and one other. Threw up a shadowflare to deter people from walking in, and used the rocks to LoS any other casters trying to get me from the other side.
Wolves den > 72 man secure > 72 man Sieze > 24 man secure > watching paint dry > doing taxes > teaching the amish to use iphones > slaughter
I'm pretty much of the same mind as Blubbers.
I'd also like to say that I really like that they actually use most of the map this time and it has way more interesting terrain to work with compared to the previous frontline modes.
I love it, only thing I'd perhaps prefer is 48-player Secure, but SE saw fit to remove the best version of Secure for reasons, and I'm not sure I can stand Secure anymore with now that I'm an Adrenaline junkie... I really enjoy not having a set game plan and actually having to adapt during the match, 48-player Secure offered that by having two parties and three points to go after, Seize offers it by being very random. Add to that Battle High/Fever acting like a sort of PvP version of Hunts and I'm loving it to bits.
Randomized elements potentially screwing your team over is something I really don't mind. Actually in such situations I quite like working against a handicap, makes victory even sweeter. The actual PvP in Seize I think is far better than Secure and worlds better than Slaughter, though. Don't really mind if my team comes last if I'm enjoying the PvP itself.
Pretty much this. Also need to consider the meta hasn't been really established. Whatever GC gets the West caves as their spawn may eventually find themselves getting double-teamed to shut out that string of nodes popping for them. The randomization does create unfair games, but the flow may change. I hope they bump Secure up to Lv60.
It kind of grows on you. The spawns seem to take the game out of hands sometimes but if you have a good group you can literally go wipe out a gc and the kill penalty will cut into there score. Had a few games the adders where about 790 and we were able to make a comeback because we crushed them at one of the spawns.
Great idea behind the spawns to keep every match different, but something needs to be done about Golds spawning near the 700 point team's base at the end of the game.
Sometimes a tower doesn't even spawn at a location for an entire game, but spawns at a single location over and over, make them ROTATE and NOT be able to spawn until a FULL ROTATION of the towers has gone through.
Id like it more if we'd have reason to seperate the Alliance more into the parties and deal with smaller conflicts like how in Secure A,B and C had their own areas to lock down or jobs to do.
I quite like it, I just wish Mael on Aether would pick up a bit more though. The dysfunction is unbelievable- the few people who attempt to lead and bring some kind of order to the games either only bring us to 2nd (due to people dying), or at worst just get flat-out ignored.
The amount of people who yolo into a group of 10+ enemies just because they have some minor back up is absurd, and no amount of "balancing" tomelith spawns seems to change the outcome of the majority of matches. I can understand that its new and some people are confused, but it shouldn't be rocket science to figure out that you are feeding the other sides by constantly going in and dying, and that perhaps going into the area with 8+ battle highs on the map probably isn't the best idea unless you have some serious backup.
The only matches I've actually been able to win were in the morning. Seems people listen a bit better after their morning joe, but at night its like everyone thinks they're john rambo.
Edit: Also, of the times we've done rather well in a match, we ended up getting screwed over by the RNG tome spawns.
But it does give a bit more variety, I just seriously wish they'd remove battle high and fever from it- those are the only things I feel eschew the balance. It was fine in Slaughter, but it makes no sense here.
Yep mornings have always treated me best. The moment the afternoon hits its time to go. nope nope nope
But what if ur kiting 6 ppl chasing u for minutes lol and not dying ( maybe once if the melees waste 2 lbs on u at the same time.
Cuz as a healer with 13k hp i can hold quite a lot on my own when i slow by passing ppl on mounts whom came out fresh from their spawn. Thus effecting 1/4 of a gc faction which is quite a lot imo.
But the mode is still pretty wtf as its almost the same as secure yet ppl r acting as if they never played FL before.
I'm having a hard time understanding why your team loses points when you die.
I've had multiple games where my team has 0 or near-0 points by the end of the game because of how badly we were beaten all throughout. Yeah, these teams are usually garbage anyway but the fact that the game penalizes your team for things out of your own personal control is a pretty big flaw, and comebacks are pretty much impossible.
The actual "seize" aspect of the game isn't too bad in and of itself but the penalties the game puts on losing teams just makes it impossible to ever come back from early losses in my experience.
Or maybe it's time I just give up my rank 45 and switch to adders and actually win some games.
I like new maps more than old ones. Caster lb is not that op anymore since there is lot more space 2 move. Melee lb is still annoy and probably kinda op. That new achievement set looks kinda cool have int and mind at same time. With that set healers can do some dps with small sacrifice.
Thing with melee lb is, it is 100% to hit i have never ever see a miss from melee lb, if he gets his bar finished it is 100% hit. Ranged dps on the other hand or very screwed in this aspect as our line is very narrow, easy to escape, we simply have to bind the target and hope it doesnt get unbind in time because of lag or other players hitting your target. 99.99% time is a single targed used. Only real use i thought was to use it as scare tactic on tomelith crowding, but cos its so narow its simply doesnt work. So what I realy want is make BRD/MCH a longer cast time but single target. If I were to dream, i would love this adrenalin thingy to be nice thing in the open world pve.
RNG is SUCH a huge thing in who gets the victory it starts to loose fun after some time. I hade so many fights where tomelith spawning has favored 1 single GC that we simply cannot turn tide, to top it all off battle fever makes the winner ever more powerfull. The real funs are 24 man sieze, thats were rng plays minor role and tactics realy play role.
*depends on latency
New mode is pretty fun, as long as people actually listen .....
Rng part sometimes annoying but overall an excellent map and plenty on 1v1 fights
It's pretty awesome running through seeing mini battles going on, alot bettet than the cluster fuck borderlands offered.
I'd like to see slaughter on this map with 0 pve drones and everyone just spread out on spawn but there again everyone would go mid for a cluster fuck.
Same here uk player, I'll had it plenty of times where I have been no where near a comet. Was popped down and im already at edge sprint away down the stairs into limsa zone to mor dhona log out log in (you take 4k dmg) dafuq is this.
I'm excited for the EU data center...
Its.... ok. not great, just ok. slightly more entertaining than slaughter. slightly. :(
I understand PVP is not SE's forte (it certainly wasn't in XI), but I wish they would sit down and take a good, hard look at pvp minigames in other MMO and be like "oh that's cool" or "oh that might be awesome, we should do that" and take the existing system and throw it into the sun.
I agree. Swtor and WoW had way better pvp and SE pvp is so very very disappointing. After playing games like Dead island epedemic, 1v1v1 is not only unfair but also not fun. group sizes might also be way too big.
as for the new map it is the best one so far IMO but still suffer from everything i explained above.
I feel like matches can be one of these two
>One GC snowballs the entire game because of node spawns being extremely convient for them, whether its close to their base or close to their previously occoupied nodes (typcially "behind" them in a sense)
>One GC gets a stringy of S and A rank nodes near the end of the game, coming from behind and overtaking the leading GC and wins.
S rank nodes are a load of bull. The amount of points they give is so much simply for occupying it compared to how much A and B gives.
Much better than slaughter, I don't think its better than secure. But I like how each match is unique because of randomly placed nodes, but I also hate how wins are determined by your luck of where nodes are placed.
This isn't aimed directly at you, but for some reason people keep saying "It's better than slaughter." as if that holds any weight. With the amount of complaints and suggestions that were from both us and the JP community, I'd sure as hope anything they put out is better than slaughter.
Slaughter was terrible, there was a million different game types and ideas that are still better than it (and this). Seize shouldn't get points for being not slaughter, people need to stop comparing it to as such. The system of the map itself is awful and you can boil it down to either the placement of the tombs (like a majority of the spawns in caves, good luck taking that shit) or the completely random order they spawn in. Honestly, I don't know how people aren't disgusted by the mechanics of it (or lack of). Want to know strategy for Seize? Pray some invisible roulette system is nice to you, that's it.
wow look at this edgy guy
To all of the people saying that it's bad, I think we all need to pause and just take a moment to remember the awful, double-teaming, cometeor spamming, frustratingly laggy mode that was 72 man slaughter and be grateful for the new mode.
I still miss secure, but it's still fun. RNG can be pretty annoying, but I can't complain too much because I've played games where I've had several nodes all spawn and re-spawn at my camp, and I've had no nodes spawn anywhere near us. It makes games interesting.
Get to highest level point and zerg then move to next one when it spawns. If you are wining by a lot basically watching paint dry if you are losing bad because of spawns or premades like nails on chalk board. If it is pretty even across the board it can be better but after day one that has not happened again. Overall 72 zergfest are pretty pointless and not that skill focused more about channeling the zerg. Actually PvP you should almost never see on this map if played right which kinda destroys the point of PvP. I would like some smaller PvP like 12 per or 24 per team. I would also like only two teams, but SE loves three teams which only kinda works in zerg fests. (and even thenn turns into 2 teams and one team that trolls a team to let the other win).
I wish 8v8v8 would happen more often, honestly.
24v24v24 gets disorganized extremely often by comparison, from my experience thus far.
http://puu.sh/jdVXP/01fdc3b4fa.png
Can't say I feel the same way really.
(Maelstrom, all from 72-man seize)
Having played this extensively for the past several days, I have mixed feelings about it.
I notice people praising the Seal Rock map, but once you get over how asymmetrical and new the map is, I noticed that the tomelith/terrain is not constructed fairly, and the GC with their spawn in the caves is at an advantage, while the GC starting in the north might even be at a small disadvantage. The caves have noticeably more advantages due to elevated tomeliths and relative distance from the starting point to any given tomelith in the area.
Also, while people cry foul for the heavy RNG factor, for the most part, its also simply being at the right place at the right time and to increase your odds at being the 1st to a tomelith by simply having your GC preempt the respawns. Unfortunately, many people cling to their tomeliths as an entire alliance like its a Secure base; then they moan "RNGesus" when the other tomeliths spawn far away from them.
This mode requires a lot more coordination and communication than the other 2 modes IMO, which makes it much less friendly to casuals who think they're queueing PvP to zerg rush bases/ expecting to kill people.
Having a node spawn "behind" an already claimed one is advantageous, not the fact that they were covering more ground (because really all three teams should be doing this anyway).
Using my crude drawing example, you have these Nodes A----B----C----D. If you had B claimed and the enemy has C claimed, A is much more accessible to you simply because of the less distance needed to travel. Sure they can run the distance to fight you for it, but the matter of fact is, whoever's at B is going to claim A first, and trying to retake a node that's already been claimed is much much more difficult than defending it, let alone claiming it.
The typical strategy is just to take 2 nodes and hold them both; you don't need a full alliance to be able to sucessfully defend a node even against a full alliance rush, typically because by the time they do overtake it, it's already down to 20% or lower and they were already dispersing to claim the next set of nodes.