If you cant beat them, join them
If you cant beat them, join them
If y'all are losing because an enemy team got a single node, even an S rank, then your team played like garbage. Straight up.
If your team is using the map and has awareness of spawn timers (so they're not getting stuck in on the west side of the map when you know there will be nodes popping up in the east soon), is properly attacking the correct team, is fighting efficiently and killing more than they are killed, a single node will not turn the tide of a fight.
This is the problem with OH, and FL in general - people fixate *way* too much on single, individual events when they aren't why they won or lost. If you were in a position where a single node determined victory, then your team played like crap.
Found the person who exploits glitches and makes up excuses to justify it.If y'all are losing because an enemy team got a single node, even an S rank, then your team played like garbage. Straight up.
If your team is using the map and has awareness of spawn timers (so they're not getting stuck in on the west side of the map when you know there will be nodes popping up in the east soon), is properly attacking the correct team, is fighting efficiently and killing more than they are killed, a single node will not turn the tide of a fight.
This is the problem with OH, and FL in general - people fixate *way* too much on single, individual events when they aren't why they won or lost. If you were in a position where a single node determined victory, then your team played like crap.
Why does he keep saying SINGLE node as if the people doing the exploit only have 1 charge of Hallowed Ground? It's a limit break combined with a what, 20s CD skill? You can basically get a node on every spawn cycle under the right conditions, if that doesn't drastically improve your odds of winning then I don't know what would.
But yeah I guess if you massacre the team doing this exploit repeatedly for 10 minutes you would easily win, just win guys, it's not hard.
I typically play SCH or NIN.
But does this mean I should be immature like you and respond with "found the guy that doesn't know how to play FL and blames all his losses on anything but his team"? Is that how we do things here? Or can we at least pretend to be mature, socially functional adults?
Garbage design.
DRK / PLD in pvp are pure cancer seriously, how you can give them 10 seconds of immunity? There is actually 0 counter play to it unlike before the rework where SMN could delete their barriers.
Exactly this, did a match the other day where 2 PLD capped at least 4 A ranks. Honestly they lost but only because our team let the 3rd one win out of spiteWhy does he keep saying SINGLE node as if the people doing the exploit only have 1 charge of Hallowed Ground? It's a limit break combined with a what, 20s CD skill? You can basically get a node on every spawn cycle under the right conditions, if that doesn't drastically improve your odds of winning then I don't know what would.
But yeah I guess if you massacre the team doing this exploit repeatedly for 10 minutes you would easily win, just win guys, it's not hard.
It is when they're capping nodes their team otherwise would have had zero ability to cap because of spawn location and the presence of enemy teams. I've seen teams that were otherwise outmatched still win because of this being repeatedly exploited to steal nodes by even just two of their players. The most egregious of times was in the middle of the entirety of my team slugging it out with the entirety of one of the other teams over an S rank, and then two players from the third team run in and abuse this horribly broken mechanic to steal the node from under 48 enemy players.
This is very clearly not balanced and needs to be corrected ASAP. Two players should not be able to abuse a mechanic to cap unimpeded like this. Yes there are counters in the form of limit breaks on a small number of classes, but having to rely on happening to be the right class at the right time with your limit break left available specifically to counter this is not reasonable or reliable enough for how easy it is to pull off this nonsense. Which is especially true if it's a pair of paladins doing it because they just swap who caps and who guards immediately after and you can't stop them because you've already blown your limit break.
10 sec of invuln isn't enough time to run up to a node from outside of attack range and capture it.It is when they're capping nodes their team otherwise would have had zero ability to cap because of spawn location and the presence of enemy teams. I've seen teams that were otherwise outmatched still win because of this being repeatedly exploited to steal nodes by even just two of their players. The most egregious of times was in the middle of the entirety of my team slugging it out with the entirety of one of the other teams over an S rank, and then two players from the third team run in and abuse this horribly broken mechanic to steal the node from under 48 enemy players.
This is very clearly not balanced and needs to be corrected ASAP. Two players should not be able to abuse a mechanic to cap unimpeded like this. Yes there are counters in the form of limit breaks on a small number of classes, but having to rely on happening to be the right class at the right time with your limit break left available specifically to counter this is not reasonable or reliable enough for how easy it is to pull off this nonsense. Which is especially true if it's a pair of paladins doing it because they just swap who caps and who guards immediately after and you can't stop them because you've already blown your limit break.
If your team is letting them that close to the node *before* engaging them, you have a different problem you should focus on rectifying first, before complaining about some dumb cheese.
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