heya so for last few days ive tried queing Astrologos and its always said more than 30 min que time but its never popped is it dead?
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heya so for last few days ive tried queing Astrologos and its always said more than 30 min que time but its never popped is it dead?
Quite possibly. I know a lot of people went back to Shatter (myself included) because it's a lot more fun.
I'm already over RW and that's quite sad considering it's a lot newer than Shatter, while my Shatter queues have been 5-15 minutes at the longest.
Dam, rival wings was quite fun upon initial release, especially when ur side is winning.
I managed to get in once, filling up a game will be a problem until they put it in a roulette.
Sadly, yes.
It only seems to pop during prime time hours...and even then it is not a guarantee. I feel like it's sorely in need of additional incentives.
I need another thirty wins for my mount and as lofty a goal it may be, I also want that 'Wings of Fire' title too. :p
I got my mount and almost never go in or queue for it now. Yesterday I did get two pops with a friend though. Did you try during your primetime?
That's strange, my queue ins are usually 5 - 10 minutes. I tend to queue in at around 6pm EST which is probably prime time for queues, so that may explain it. Sorry you can't queue in :/ I actually really enjoy Astrologos
What do you have to do in order to get the title?
It's dead only because it needs 48 people to spawn. Thats how few people care for pvp in this game, that half the time just finding 24 players across a data center to start a match takes 15-30 minutes.
It didn't help that they neutered the skillset. So they simplified the toolkit to appeal to the masses but then the masses got their fill and alienated those who did enjoy it.
yeah, pretty much so. the first and only time I queued for that it was a 70min queue. people playing the mode usually either have no idea what to do or are frustrated at those who don't know what to do. the problem is probably because the game doesn't do a good job explaining the mode (or at least that seemed like the problem for me).
The Rival Wing is fine on primal during Eastern prime time on Primal is around 5 mins. However, I tend not to queue it simply because it is not friendly to close job. Everyone are on range or healer in that mode, it is getting worst after range buff.
This has been the unfortunate truth of FFXIV's PvP since inception, and I've called SE out on it many times. It's likely also a large factor why so many disliked it (assuming it wasn't an arbitrary dislike of PvP in the first place). The old community compiled their knowledge and wrote guides and made videos and such, but with the sweeping changes SE made, not all of it is applicable anymore, and the now-lack of depth all but encourages newcomers to not bother with learning more to perhaps play better and win more. Thus we get the "crap shoot", Duty Finder mentality in PvP now, and it's pretty heartbreaking to see.
It is just really weird to me that you are trying to link every PvP problems to the combat system, no offense intended.
This is a common issue for every games where people feels insulted when told different.
I do believed this phase should be familiar to you as well:
"You dont pay my sub?"
I actually really like the pvp revamp. And rival wings is pretty fun. Much better than shatter. I just wish they would implement that weekly frontline bonus they were talking about so I could more easily get into seal rock.
I think they could even do this by moving khloe to kugane and have hand out separate journals for pvp or something.
In regarding to Seal Rock, it is quite interesting.
Although there are a lot of people claiming that this mode is best among 3, but it is pop less for most of time.
Most of people simply only queue for Secure and Shatter and I personally find these 2 modes are more fun than Seal Rock
SE could also add a seasons element to frontlines as well, albeit skewed more heavily towards rewarding mere participation rather than winning.
More achievements. Better advertising of those achievements and rewards would also go a long way towards revitalizing pvp.
You know what though? There were these premades that exclusively played seal rock, and they obliterated casuals. When the garo event came out, it was way easier to get wins from shatter for the achievement. Seal rock is the most straight forward pvp map so I love it for that. But some hate it for the same reason....
Secure is okay. Map too big though...
I think what ThirdChild is trying to state is SE did a horrible job of even explaining how the modes work. Combat system aside and all of the matches played I still can't tell you how much an interceptor drone is worth or kills in secure for that matter.
Even after the buffs everyone says MID>All else in Rival Wings. People still charge into a group of 8 at ice and die instantly thinking their attacks netter more points then they lost by dieing. Sure I capped a node in seal rock but died in the process and so again the enemy wins. How many points do bases count towards in secure? Whats the difference in the types of drones, when do they spawn?
Yes, this is what I meant. The combat system is a separate concern entirely.
Do some digging around here, and I wrote two Shatter guides, both of which offer the lesser known fact that ice can be reset. If you manage to defeat and clear an entire team off the ice, you can stop hitting it, back off enough that aggro resets, then even if it's at 1%, if you break it, that's all 300 points for your team. It's not easy to do, but it can be done. And SE has never explained this anywhere. They also never explained (yet simply made it so) that casters do 50% less damage to ice. So much game-influencing information just simply left to figure out on your own. Hell, there are still people that don't realize players are 5 points per KO in every Frontline mode. 10 for Battle Highs and Battle Fevers.
I've had to explain Secure to people as "Shatter without ice". That feels wrong in so many ways. (Secure was the original Frontline mode).
Seal Rock (Seize) is likely hated because, contrary to Shatter, active combat is encouraged. It's not enough to capture a node. You have to defend it. And if you don't have one, you attack one and take it. Seize makes it all but essential to fight to win, and many players simply shy away from that, especially coming backwards from the sometimes-more-passive Shatter.
As for premades, let me be blunt in saying this: Premades aren't unstoppable. Sometimes it's a group of experienced players who - because of that experience - are VERY strong in number. Sometimes it's just friends that like to play together. There's the odd couple or two that queue together and are strong as a pair. . . But nothing stops anyone from doing just what they've done; that is, strive for a deeper understanding of the modes, build up a knowledge of tactics and strategy, READ THE MAP, and coordinate well together.
War was amazingly strong in 3.5 but only people of high skill were able to make it OP. People of lesser skill didn't know what it took and therefore made the job look weak.
So now we have a simple system where 1,2,3
Could be as simple as it could be
But raising the skill floor
Still leaves people at the door
And I still got a feeling
People will never reach the skill ceiling.