Ah hah. Thanks. I thought it might be this, but Figured I'd ask. The way the FFXIV community is, you never know. I thought you guys had some sort of crazy tracking system in place or something lol.
My FC needs a nerf :0
The tiniest lala.
Brace yourselves, the bandwagoners are coming!
Here's my personal take on Aether Twin Adder pugs, and why Adder 1st place finishes are so rare. IMO, it's not because Maelstrom or Immortal Flames are significantly more skilled - it's just because of a couple core issues that are really hard to solve without a shift in overall strategic mentality across the entire GC:
Adder PUGs are far too pacifist and passive for their own good.
In the early weeks of Seal Rock play when mechanics were still being worked out, the most vocal Adder players advocated a "defend and hold" strategy that prioritized holding nodes / points over engaging in combat with other teams. While this may have worked during Seal Rock's infancy because no one knew what to do, it's unfortunate because it seems to have stuck with PUG Adders as the predominant go-to strat despite it being a very poor one. Why is it so poor? Because:
1. It wrongly assumes that the other two teams will either hold still or engage one another while avoiding the node(s) in Adder possession. To put it simply, it relies on the other two teams being dumb to be successful. What often ends up happening in this scenario is that either Flames or Storm will get a node pop that's either closer to Adder-occupied nodes or have to compete with Adders for the same node, and because they're not getting any opposition, will just send their entire alliance into that location to overwhelm unprepared Adders PUGs. What follows is angry shouts of "WHY COULDN'T YOU HOLD?", teams getting scattered apart, and all manners of other things that reduces the likelihood of an Adder win from the get-go.
2. It leaves the Adders in poor position to capture new node pops and causes tunnel vision. Inevitably, the lack of resistance means that when new nodes pop, the Adders are busy fighting an opposing GC that's come to take their node(s) in games where Flames and Storm aren't just fighting one another. At this point, many PUGs tunnel vision on defending their existing node that's at 10-15%, instead of being ready to take new nodes in other locations. This is also why many PUGs complain about Seal Rock being entirely RNG-dependent, when in reality it's about prioritizing the right objective at the right time to help mitigate RNG.
3. It deprives PUG Adders of the opportunity to develop offensive awareness. What many people don't realize about Seal Rock is that winning isn't solely dependent on your ability to defend and hold nodes, it's also dependent on the alliance's ability to recognize when to prioritize offense and get kills when not in combat. When Flames and Storm are fighting one another, there are key moments in when a full-strength Adder alliance can swoop in and destroy the two depleted opposing GCs after they've spent a lot of their energy fighting one another.
Instead, when people adopt the "defend and hold" strategy, they invite the stronger of the two opposing teams to build up a sizable lead against their weaker opponent and then be in prime position to attack Adders and/or capture new nodes. The top premade groups in Seal Rock excel at knowing when to take advantage of two depleted enemy GCs at the right time.
That's it. It's not skill, it's not RNG, it's a fatal over-reliance on the defend and hold mantra to the point where inexperienced PvPers think the word "Seize" in Seal Rock: Seize means that the key to victory is to avoid combat.
Last edited by Kyuru; 08-10-2015 at 07:03 AM.
Lately I been noticing Flame getting rabidly worse and worse. Last few days it seems like a 33% toss up for any GC. Skill and dumb mistakes seems to even across all GC on Aether now.
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