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  1. #1
    Player
    Mutemutt's Avatar
    Join Date
    Oct 2013
    Posts
    339
    Character
    Mumuki Muki
    World
    Leviathan
    Main Class
    Goldsmith Lv 60
    I admit, I think it's pretty interesting. The adrenaline rush thing looks like a pretty nice change I think, just because it seperates the limit break and, hopefully, isn't quite as powerful. I swear, if every dd gets a instant kill move, I'mma lose it.

    And on the note of dps getting acheivements, yeah, there will probably be less healers interested in this mode for that. Most people go into pvp to kill stuff and now we'll have a kill stuff mode. Still, I think it's worth keeping in mind that healers will be the ones keeping those kill streaks both by being the go-to target for most dps and by healing off the damage their own dps are taking.

    They gave this mode a comeback mechanic, but premades are still rule the game. It's not really a big deal though. Should definitely be less turtle-ly than the... "secure" mode.
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  2. #2
    Player
    Nalien's Avatar
    Join Date
    Oct 2012
    Posts
    3,784
    Character
    Taisai Jin
    World
    Twintania
    Main Class
    Lancer Lv 64
    Quote Originally Posted by Mutemutt View Post
    Should definitely be less turtle-ly than the... "secure" mode.
    This actually has me quite worried... Flags in Frontlines (Secure) filled the role of splitting up the Alliance, I think large scale PvP like this needs objectives like that to keep it from just becoming a zerg rush... The only thing Frontlines (Slaughter) has is the monster spawns, hopefully they work out to be enough to split Alliances up to cover more ground... If not... Well, people can still turtle... Just now it will be an entire Alliance rather than one or two parties and they'll be doing it anywhere with minimal points loss as long as people still feed them.

    Really wish the monster bonuses also applied to killing enemies with Battle High/Fever as well, just to encourage killing them. Hopefully the monsters themselves encourage hunting them down (if they randomized the locations they could actually be what I wish Hunts were...) and thus encourage scouting. Would love to see Ninja and Bard get some minor buffs to scouting with this if that's the case; let them put down a totem that lets party members teleport to that location, that'd be great.

    Speaking of teleporters... Really hope that doesn't compound the current 90k issue...
    (1)
    Last edited by Nalien; 01-17-2015 at 03:37 AM.

  3. #3
    Player
    Mutemutt's Avatar
    Join Date
    Oct 2013
    Posts
    339
    Character
    Mumuki Muki
    World
    Leviathan
    Main Class
    Goldsmith Lv 60
    Quote Originally Posted by Nalien View Post
    *Snip*
    True enough. If I had to guess, I'd say it will end up a blob of 72 fighting somewhere in the middle (if it's some kind of open area) and then splitting up for the moster spawns , which I'd guess would be at a few predertimined spots at some time interval, fighting whatever party they happen to meet at the moster spawn, and then meeting back up as one big blob. I'm going to guess there's going to be less 16 v 8 situations here. Just a shot in the dark, but I do hope the monsters do give enough reason to split up and move around.
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  4. #4
    Player
    Nalien's Avatar
    Join Date
    Oct 2012
    Posts
    3,784
    Character
    Taisai Jin
    World
    Twintania
    Main Class
    Lancer Lv 64
    Quote Originally Posted by Mutemutt View Post
    Just a shot in the dark, but I do hope the monsters do give enough reason to split up and move around.
    I hope they're semi-random. If it just ends up like Node... Well, no flags so nothing really stopping an entire Alliance from going mid and one party holding each of the ramps... I imagine they'll have static spawn points at Manors/Markets/Temple/Mid though, which effectively just makes the game play out the same as (Secure) just without the Flag points. If they're random and roam around the map, then I'm in love with this event, because that has a lot of potential depending on their strength... You could have people out hunting them with small skirmishes between hunt parties, you could have groups fighting only to have a monster crash the party. Would be a lot more dynamic than just going to mid ever X minutes.

    The teleporter feature actually gives me a bit of hope for that, since its fairly redundant in a situation where you can camp monster spawns... Though it could equally just be there to decrease travel time and thus increase fight time...
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