It's like they learned nothing from CCT where routinely half the player base will disconnect from the absolute crap load of effects going off at once. Can't wait for the salty posts about the 90k spam ruining gameplay.


It's like they learned nothing from CCT where routinely half the player base will disconnect from the absolute crap load of effects going off at once. Can't wait for the salty posts about the 90k spam ruining gameplay.
Best thing about all of this, there is a lot of discussion about this on the forums even on the Japanese , and obviously they didn't read any of it at all... they literally don't care, and everyone can see the people who redesign the maps have no idea how a competitive game works... Shatter is the perfect example when one team needs to jump down and die to get to the crystal, same thing is on this map or almost any CC map, you can't position yourself in alternate ways, and they design everything in a way to have a bunch of choke points, and it's the most disgusting thing you can do in PVP... it's probably time for everyone to give up on PVP being good in FF14, they said their plan is to make it good, but if that is true, you hire people who know how PVP works, and don't put people who never did anything PVP related to make and balance things and do it as a side job...

You realize this is only a design choice because people are trash and toxic. They don't play with their team by default, nor are we able to type in pvp. You don't have a choice but to pidgeon-hole people to have them on somewhat of the same page teamwork wise. Even with the pidgeon hole'ing design forcing people in the same area, most data regions have issues targeting the same person so it fails. You can't talk about flank routes and choices in engagement that would disjoint an already bare minimum functioning team that can't communicate.Best thing about all of this, there is a lot of discussion about this on the forums even on the Japanese , and obviously they didn't read any of it at all... they literally don't care, and everyone can see the people who redesign the maps have no idea how a competitive game works... Shatter is the perfect example when one team needs to jump down and die to get to the crystal, same thing is on this map or almost any CC map, you can't position yourself in alternate ways, and they design everything in a way to have a bunch of choke points, and it's the most disgusting thing you can do in PVP... it's probably time for everyone to give up on PVP being good in FF14, they said their plan is to make it good, but if that is true, you hire people who know how PVP works, and don't put people who never did anything PVP related to make and balance things and do it as a side job...

My schedule apparently didn't line up exactly when the new map was up for que, and there is no random map draw. Can't even try it out until later on tonight now whenever it rotates back in, GG.

Well it's out now. After playing a few matches I think the map is unique but not my favorite.
I think map is too big. Not too big in the sense of there's too much map, but some of the corridors itself feel really wide. I find it works really well for a classes like BLM, but not so much for melees as a whole.
The heat wave mechanic is a neat addition, and not one I mind. The refreshing rain mechanic is a little beyond me right now, but I been pushing the crystal more of late, so that might just be me. Stepping into the oasis (depending on the current situation) negates the heat wave
The Lunatender shield.. it's mind boggling seeing the shield numbers coming from that. I have seen the shield shrug off LBs like it's no ones business. Something to play around I guess?


Having played quite a bit of this it's exactly what I expected. Same people for the entirety of the queue and most of them act like they forgot everything about the mode. I don't know what's funnier this or the Fall Guys cross over in terms of not a good fit for the game's capabilities.
Honestly feels like C9 The Sequel. I'm kind of disappointed. Hopefully next map is closer to Clockwork.
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