Play right. you got 135% debuff dont go balls deep. dont be grabbing all the medals. teamwork not solo play.
Play right. you got 135% debuff dont go balls deep. dont be grabbing all the medals. teamwork not solo play.
It's not about being punished for overextending or being overly aggressive, it's that you're being punished for -winning-. It has created a meta where a team will get a slight lead, then go sprint back to their spawn point and turtle. I fail to understand how that creates fun and engaging gameplay. The opposing team then comes into the turtle, usually with melee LB to insta-gib-skill-kill someone in seconds, then pick up the medals and all run back to their own spawn to then take their turn to turtle up.
This guy gets it. they are just balancing classes so its more even. and so far its been funner seeing more ppl use other classes than Pally Ast Drg Smn.
Medal adjustments helped with just a tank holding all the medals now you gotta split it between ppl otherwise it turns into the turtling thing even then ppl will turtle its a collect the medals thing and when the timer gets close to the end you obviously arnt gonna be stupid enough to run back out and risk a loss. smart play not go balls deep the whole match.
I just find it funny to be honest. The heavy medal change actually helps deal with turtling, as before the changes smart play lead to you either forcing the enemy to your base, being forced to theirs, or looking for a hidden player stacked with medals only to chase them around walls for the last two minutes of a match. It's still like this, and was like this on release.
It just took some players a while to realize that when you're up in points there's really no reason to bother trying to kill the other team. You're already in the lead and the match has a time limit, the only thing you need to do is prevent the opponent from getting adrenaline, and prepare for the eventual Melee LB near the end.
It has been only made more potent by the changes. I'm aware this strategy has been around since the beginning, but in some cases it was just worth it to continue pushing if you had the lead and end the game earlier. Now, even a great team can be killed by extremely less skilled players just because of the game's mechanics.
It was never worth it to push to the other side at the cost of a win. All that does is end the match sooner. The closest you wanted to push before was mid for adrenaline. The only reason to push into the opposing teams base is, A ) They are up on medals, B) You want to deny them blue/red buff, C) Killing someone low health to end the match or D) their healer/tank is just that bad.
It's risky and dangerous to push when you're in the lead except to deny buffs and it was this way before the buff. Even before the buff I didn't see any issues killing tanks with multiple stacks of heavy medal. The biggest change for me was I as a Monk can only pick up so many medals myself now.
Turtling has not been made more potent. How can an increase in damage dealt to you make a strategy of sitting inside your base more potent? If anything it should be easier to deal with turtles now than before.
The heavy medal change puts the winning team at a bigger disadvantage at the next bout regardless of turtling or playing aggressively. It's not a countermeasure to turtling as much as it's just trying to make it so pug groups have a shot at bringing it back.
If anything, I believe the change does not belong in the light party bracket. The players themselves and the more organized tactics should dictate where the game goes, not the Heavy Medal.
Now see here's the difference. I never said what it was especially for, just that it made turtling a little less viable. Especially if you're turtling with all the medals on one player even if their a tank.
I can agree with you though. It's an odd change and is probably aimed at helping newer players and comebacks. I don't feel like its necessary. Though they mentioned possible changed to the amount of medals needed to win as well. This worries me a bit, but we'll see.
It definitely gives the winning team a disadvantage though.
i call this pussy playIt's not about being punished for overextending or being overly aggressive, it's that you're being punished for -winning-. It has created a meta where a team will get a slight lead, then go sprint back to their spawn point and turtle. I fail to understand how that creates fun and engaging gameplay. The opposing team then comes into the turtle, usually with melee LB to insta-gib-skill-kill someone in seconds, then pick up the medals and all run back to their own spawn to then take their turn to turtle up.
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