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  1. #71
    Player
    Airget's Avatar
    Join Date
    Mar 2011
    Posts
    2,621
    Character
    Airget Lamh
    World
    Hyperion
    Main Class
    Botanist Lv 100
    So far the node change and the KO change feel helpful with this type of content. Being able to re-engage without the 5 second downtime is a nice change of pace and the nodes seem to spawn more often which is both good and bad, bad in the sense that if two teams are too focused on each other it makes it that easier to win and good because it does appear to balance out the time of the match with other Frontlines.

    One thing this map needs to change, since as far as I have noticed there is 0 RNG between the weather effects of the map, it always seem to start with Snow then go to "aurora", it would be nice if it was actually random or if the weather could change more often as it stands it is way to predictable in that nature and we don't get to enjoy the sped up "Adrenaline" concept of this map. It would be nice if we could adjust strategy based on which weather effect appears first or maybe even just a combination of the two that take up different parts of the map.

    Other than that the biggest issue Frontline has as a whole is just the lack of tutorial to truly understand the gimmick of the map. When it comes to Node engagement it does blow my mind that people will fight away from the circle rather than engage with the circle to make it contest and then X team gets the node because rather than fight against the mechanic they are just fighting amongst one another.

    Players don't understand the 3 states of the node: Unclaimed, Contested and Claimed

    Unclaimed is the neutral state where the first team to step on it will start to claim it, if another team steps on it while X team is on it, it will be uncontested and no one will be able to continue to try claiming it.

    The moment you step off that node you lose all progress on claiming it unless you already Claimed it however the state of "claimed" and "unclaimed" is very fickle, the moment you step off that node and an enemy steps on the node you lose your claim to that spot which is why it is very important to stay on the circle if there are enemy around otherwise you risk losing control of the node.

    Claimed is a state in which you "own" the node and as long as you stay on that node another team can not "contest" it if they step on it, the only time they can attempt to gain that node is if they knock the opposing enemy off it.]

    I feel the matches could feel more competitive if players were actual aware of how to play it, but more often than not you see players more focused on just fighting one another rather than balancing it between fighting and objective focus.
    (1)

  2. #72
    Player
    echo78's Avatar
    Join Date
    Aug 2016
    Posts
    84
    Character
    Echo Skyla
    World
    Siren
    Main Class
    Warrior Lv 100
    Please just make this map share a day with secure (just run around on a mount most of the game on both of these maps) so we can have seal rock/onsal days back. Queueing them specifically takes so long and the roulette almost always picks the new map.
    (3)

  3. #73
    Player
    Zofian's Avatar
    Join Date
    Jun 2020
    Posts
    137
    Character
    S'hozqha Kalaquaz
    World
    Shinryu
    Main Class
    Arcanist Lv 2
    Right on 'schedule', the interfered with / 'hotfixed' version of the new map (that had no real issues) seems to be a mistake and is now bad. Will hold my tongue till I gather more, but the eye test tells you this is now RNG based and panders to the least abilitied players.
    (0)

  4. #74
    Player
    OliviaLugria's Avatar
    Join Date
    Jan 2024
    Posts
    487
    Character
    Olivia Lugria
    World
    Sargatanas
    Main Class
    Black Mage Lv 100
    Ya these hot “fixes” seem to just be to increase the randomness of it all. Maybe that’s what they want.

    If you want a good chance at winning your best option is to just not fight at the end where they liter the field with S and A ranks to ensure whatever team picks a fight loses.
    (1)

  5. #75
    Player
    Valence's Avatar
    Join Date
    Oct 2018
    Posts
    5,232
    Character
    Sunie Dakwhil
    World
    Twintania
    Main Class
    Machinist Lv 100
    I haven't felt a single difference with the supposed changes. Still way too many nodes at once, spawn too fast, too many A ranks (feels like A and B ranks have been reversed).
    (3)
    Secretly had a crush on Mao

  6. #76
    Player
    Turethir's Avatar
    Join Date
    Jul 2020
    Location
    Ul'dah
    Posts
    188
    Character
    Enkhtuya Waters
    World
    Twintania
    Main Class
    Thaumaturge Lv 100
    I thought the map was okay before, but I am concerned that the change to add more nodes has just made groups more unfocused. I'm noticing groups splitting up far more than they were, and less conflict/fighting - as soon as new nodes spawn people just go for them and abandon combat.
    (2)
    Please help us save Thancred's 7.0 face and restore him to his previous appearance! Check out the thread below to add your support:
    https://forum.square-enix.com/ffxiv/threads/507189-Thancred-s-new-face

  7. #77
    Player
    Its's Avatar
    Join Date
    Dec 2022
    Posts
    2
    Character
    Aru'za Suko
    World
    Goblin
    Main Class
    Sage Lv 100
    I don't mind the new map but please stop including it in the roulette every single day. It's making farming the seal rock achievement even more annoying than it already was.
    (3)

  8. #78
    Player
    Rein_eon_Osborne's Avatar
    Join Date
    Jun 2020
    Location
    Shadowflare - Ward Miasma II, Plot Broil IV
    Posts
    4,177
    Character
    Mira Clearweaver
    World
    Jenova
    Main Class
    Conjurer Lv 90
    I’m a casual enjoyer of FL & tend to queue multiple times on days I decide to lock into pvp. I enjoy the new map so far, but I think there are few things I’d like to see less of, such as:
    • The numbers of nodes. Cut it down by half past 5 minutes since the match starts, probably?
    • How long it takes to cap a node. I think they get capped way too fast. Coupled with numbers of nodes spawning, it makes the match feels a lot like old Secure where people just keeps running around to cap objectives with few skirmishes/engagements to fill in-between. Either slow them down directly, or maybe add some wrench into the capping system?
    • Weather predictability. From my spams so far, I think I’ve never seen the weather deviate from normal > snow > normal > aurora. There are also some matches where the game didn’t even run long enough to see the Aurora weather. Maybe they could randomize the sequence instead?
    Moving on to things that I kinda want to see... maybe more kind of weathers? Wacky, random ideas that come to mind at the time of writing this for example:
    • Gale - Everybody runs at increased speed, and knockback attacks pushes target farther (draw-ins not included :P Sorry WAR/DRKs!). Heavy debuffs will still slow players down to a crawl. Only mount speed will outrun, barely so.
    • Cloudy - Attacks can ignore LoS but will incur self damage penalty at 10% of damage dealt to the target(s) & range is halved in order to perform this.
    • Fog - Movement speed during Guard is lowered even further, but the Guard effect can last 3 additional seconds.
    • Snow - Same as today's, except every players accumulate "Playing it too cool!"-stacks for 30s each time they pick up the shield. Once they accumulate this 4 times without letting the stack runs out, they will get hit by uncleanseable freeze for 6s. Shield generation will also scales depending on players' max HP. Higher max HP will gain less shield. Idk the proper math for this though :P
    • Aurora - Halves all points gained from capping nodes under this weather but increases points gained from kills. When a node is capped, all players in vicinity will have their LB cooldown cut by 20s, allies and foes alike.
    I'd be happier if they just made it less node capping more pvp, and randomize the weather. Everything else are extra!
    (4)
    Last edited by Rein_eon_Osborne; 12-27-2025 at 11:05 PM.

  9. #79
    Player
    Infindox's Avatar
    Join Date
    Jan 2017
    Location
    Ul'dah
    Posts
    1,443
    Character
    Absenthine Starfrost
    World
    Faerie
    Main Class
    Red Mage Lv 100
    Quote Originally Posted by echo78 View Post
    Please just make this map share a day with secure (just run around on a mount most of the game on both of these maps) so we can have seal rock/onsal days back. Queueing them specifically takes so long and the roulette almost always picks the new map.
    I wouldn't be against that. I hate Secure the most out of all of the. Lol
    (0)

  10. #80
    Player
    StriderShinryu's Avatar
    Join Date
    Sep 2015
    Location
    Coeurl
    Posts
    1,326
    Character
    Alexalea Snowsong
    World
    Coeurl
    Main Class
    Red Mage Lv 90
    Another thought on improving/encouraging more strategic play on the map would be to have the actual capture zones be bigger. Right now the zones are so small (and all on a completely flat surface) that there's very little challenge to just lumping up on them and being able to defend the whole thing if any enemy does happen to attack. I'd think it would be an improvement to have the zones be bigger with the required flags being spread further apart (and even not always all in direct LoS of each other) so some attention need would need to be paid toward actually holding the zone.
    (2)

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