Basically you had 4 players on each team. 1 tank, 1 healer, 1 melee, 1 ranged (magic/phys). It was an arena style PVP mode. Basically you won by having a higher score at the end. You increase your score by killing people and pickup up their medals. Medals dropped by deaths are all the same at first but they lower based on how often they die (and eventually if they picked up medals or not). The more heavy medal stacks they had, the more damage they took. Tank's job was supposed to pick up preferably up to 4 stacks of medals, CC (crowd control) and give shields or peel players off their team. Healer was supposed to heal and keep their team alive but ALSO manage their mana. Melee was the carry (big bursts/ LB). Ranged was the damage support (CC but also sustained damage depending on class).
The point was to focus down 1 player (preferably not the Tank in the beginning for obvious reasons) as a team. To do this, you needed to bait (make them waste) their defensive CDs or healer's/tank's defensive CDs and then swap to the target when he has "nothing" left to sustain himself (or his team has nothing to sustain him with).
It was great because it taught people how to:
1. Focus the same targets (you only see this in high tier CConflict games now)
2. Know when to use certain OGCDs
3. Use your intuition to guess when their team is going to swap to you or to a certain party member
4. Pay attention to enemy/party list
5. It taught people that if you're outnumbered and in a bad situation, to back away as a team
There's probably some more things that I forgot to mention. Diamond (and Platinum) Feast players have atleast these 5 skills and it carries really well into CC. Feast players are generally better than CC players (a Diamond CC player is basically a Platinum feast player - generally). Even in CC, gold feast players made it to Crystal. Highest tier in Feast was Diamond, there was no Crystal tier.
It was bad because:
1. It was toxic
2. Definitely high pressure on the healer
3. If your melee sucked, it made it harder to win (unless your healer was a god)
4. 1 mistake can easily cost you the game (accidently getting 10 stacks of heavy medal)
5. Diamond games basically relied on getting your healer the "mana pot" (I forgot what it was called). It was so important that the range would sometimes LB it to secure it for their healer.


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