Results 1 to 10 of 84

Hybrid View

  1. #1
    Player
    BubblyBoar's Avatar
    Join Date
    Aug 2013
    Posts
    605
    Character
    Xyno Edajos
    World
    Cactuar
    Main Class
    Thaumaturge Lv 90
    Honestly, all those situations are well....situational. Sometimes those commands are good and sometimes they are bad. Sometimes people make good calls and sometimes they don't. Either way, if you constantly go against the grain and die, you hinder us. If you constantly go against the grain and take people with you, you split the team and make us lose. Your way is not always the right way. Just like their way is not always the right way. But if you aren't going to make calls, then you can't really be upset if people aren't doing what you are doing.

    Yes, defending is bad if you are just sitting on a B rank in the middle of nowhere while another GC has 2-3 nodes. Yes, defending is bad when you are going to get sandwiched. BUT! Defending is great when you have multiple nodes lose together. Defending is great when you have 2+ nodes and one is A or higher. There is no reason to risk needless deaths when you don't need to. And if it's more beneficial to defend then defend. Offense is not always the best strategy and not every group you get will be good enough to push.

    Not chasing is very important. And I say this because I've baited so many people and parties to their deaths. Yes, you may know what you are doing, but they aren't talking to you and only one. It's not personal, they don't know you specifically and are asking you specifically to stop. If you can chase and not die, then good for you. For all the people that can't, they need to be told because they get tunnel vision and die. Or..they get baited and murdered. I've lost count of how many people I've dragged across the map to die. I've literally lead whole parties to my alliance and got them killed. It's just one of those nice things that DRK can do.

    Asking people not to feed and provoke is a real thing. I don't know about your datacenter, but on Aether Adders have a habit of latching on to whomever attacks them and bugging them the whole match. They are the weakest GC and make the silliest decisions. They will stick to a single GC even when that one just has a B and another had an A and an S. So when we tell people not to provoke, it's 100% because of that. Another reason is that if you decide to poke at another GC, that means less of your GC is defending your nodes. This means that it is time for the third GC to back cap and sandwich you to make sure you lose your lead if you have one. It is not always the best decision to start poking the enemy for no reason. It's just begging to get murdered. Many people I play with watch for this kind of thing and are always looking to take advantage. Even when a GC is already attacking us, we expect the sandwich and bait one GC into the other because we know you want to poke us. When we just snipe off stragglers and laugh all the way to our win.

    If you are too slow and lag behind when it's time to grab nodes, that's 100% your fault. Knowing when to disengage and start searching is important. When 3+ nodes have less than 5-10%, it's time to back up and maybe bait a few (if you are a tank). Otherwise, you are just being greedy and you are going to die because of it. The moment your healers aren't around, you are going t get pushed hard. So if your healer isn't there, don't stay, whether you like it or not. better to retreat than to die. Pay attention to your map. Should your party cover your escape, probably. But they can only support you for so long before they get killed too.

    Usually that happens when nodes popped and the team is still split. I know it seems like they are saying one thing after another, but it's more that people are VERY slow to converge or just outright don't bother to keep fighting, thus feed the other GCs. Very rarely do I see someone say it right after saying to spread for nodes but before any new nodes popped. If they did, they are bad.

    The mid is fine if you know what you are doing and if you know when to leave it. Most don't, so it's usually not a good call. This is why, if you know better, you should make the calls, or advise when to give them up.

    The important part in all this is communication. If you don't like what is being done, explain why and a better solution. If no one listens, you aren't helping by going against the grain and dying.
    (16)

  2. #2
    Player
    Cidel's Avatar
    Join Date
    Jun 2012
    Location
    Bastok
    Posts
    1,489
    Character
    Cidel Paratonnerre
    World
    Hyperion
    Main Class
    Astrologian Lv 100
    Quote Originally Posted by BubblyBoar View Post
    snip
    I have to support everything just said here. There are a bunch of situations where most of OP's trigger words/phrases are a legitimate strategy/advice. The problem a lot of the time is that you have people calling out conflicting strategies. You sound like you came from a terrible Seize match OP and are venting here.

    What comments get to me in PvP?
    - any variation of "lol people taking PvP seriously" as an excuse to ignore commands
    - any comment insinuating that you're only there for esoterics or (less commonly) Wolf Marks as an excuse to be uncooperative.
    - Like Selli pointed out, people who think they are the healers' world and start getting irate at the healers when they run in YOLO and are burned in less than 3 seconds for being an easy target.
    - People who celebrate and "thank RNGesus" when we get 3-4 tomeliths in our backyard. I suppose this is more of an eyeroll at the ignorance though.
    - People who take it personally when another GC sandwiches us when in reality it was, tactically, probably their best course of action.
    (10)

  3. #3
    Player
    Tayolynn's Avatar
    Join Date
    Sep 2013
    Location
    Gridania
    Posts
    230
    Character
    Tayolynn Medfazyre
    World
    Siren
    Main Class
    Bard Lv 72
    Quote Originally Posted by BubblyBoar View Post
    Magical Words.
    Thank you for this. I agree with everything!

    Words (situations) that make me boil: I often heal, and more often I'm the only healer in a party, sometimes out of the whole alliance and no one wants to step up and help heal. I absolutely hate it when I'm caught trying to not only heal my party, but also other people in the other two parties, trying to rapid-fire-select that low health person over yonder diving into a sea of enemies, with my controller, and some twat bitches at me for not healing them, standing out of my peripheral view and making slap emotes, then make passive aggressive comments like, "Protip: You can heal people outside of your party". Seriously, I don't even know why I even heal with so many d-bags that practically try to claim me as their personal heal bot out of 22 others and not anyone else bothers to step up and help heal, and still go balls deep in a 1 v 8-16 fight.
    (4)

  4. #4
    Player Beckett's Avatar
    Join Date
    Feb 2014
    Posts
    1,289
    Character
    Beckard Arseneau
    World
    Midgardsormr
    Main Class
    Paladin Lv 92
    Quote Originally Posted by BubblyBoar View Post
    -
    Thank you for saying everything I wanted to say, much more eloquently and politely than I could have said it.
    (0)

  5. #5
    Player Beckett's Avatar
    Join Date
    Feb 2014
    Posts
    1,289
    Character
    Beckard Arseneau
    World
    Midgardsormr
    Main Class
    Paladin Lv 92
    Quote Originally Posted by Februs View Post
    4. "Spread out."
    This is short hand for "Spread out to nodes in our area of control that are safe from enemies." If our spawn is in Caves, no one expects you to spread out to The Dig. If people are fighting in the north side of the caves, then you obviously don't want to go anywhere near them, and will spread south.

    Cont.
    (1)

  6. #6
    Player Beckett's Avatar
    Join Date
    Feb 2014
    Posts
    1,289
    Character
    Beckard Arseneau
    World
    Midgardsormr
    Main Class
    Paladin Lv 92
    There are two reasons why you want to risk splitting the group to capture new tomeliths ASAP
    1) Even if you only hold the node for a short time, you're gaining points during that time. If you capture a point and see an enemy army charging towards you and you need to abandon it, you still will have earned your team some points while preventing the other teams from gaining points.
    2) Never underestimate the psychological impact of capping a node. Many players, when seeing a node on the map captured by an enemy GC will consider it a done deal, and not worth going after. An uncapped node will draw armies to it, and if you leave it be then you will have to fight tooth and nail to get it back. A capped node can sometimes be left completely undefended and no one will go after it because they've already considered that tomelith to be lost to them.
    (3)

  7. #7
    Player Februs's Avatar
    Join Date
    Jul 2015
    Location
    Ul'dah
    Posts
    1,927
    Character
    Februs Harrow
    World
    Diabolos
    Main Class
    Paladin Lv 90
    Quote Originally Posted by Beckett View Post
    There are two reasons why you want to risk splitting the group to capture new tomeliths ASAP.
    That's true, but I also make a point to never underestimate stupid people in large groups.

    The thing is, I like it when single players cap a node that we don't intend to keep. I call them "Buffer Nodes," because they sort of create a negative space on the map for enemy teams who try to either skirt them or feel them out before outright crossing paths with them. It's a sound tactic for buying time, and in an ideal PvP match, I am glad to see it happen... however, PvP matches are rarely ideal.

    Sometimes the larger force of the group will recklessly trickle in to defend a buffer node that should not be defended. One, trickle ins are rarely successful, so it's a fruitless effort when the whole team does not commit to the defense, and two, the results of people being confused by which nodes we should or should not be defending can be catastrophic. It is easy to keep a group that is cohesive and tight together and on point, but, once that group starts to splinter, it's not always easy to get them back together again. If the team seems fairly reliable, then all the power to them. they can feel free to stretch their legs, but if the team is full of supertards... No. It is far too great a risk to let them splinter and fall apart when it's widely unnecessary. The horde is much stronger together.

    Also, as much as I, and anyone with half a brain, should know to not spread too far, I've seen some players go WAY out there. If we're in the caves and some of the "feeler" players are scouting out near the beach, than it's time to stop saying "spread out" and start saying "regroup/stick together." It happens pretty often in my GC. So hearing people automatically say "spread out" causes some worries sometimes.
    (2)

Tags for this Thread