Yeah I've noticed that too adding on DRG LBs to your list as well from what I've seen. Not sure why it occurs in the first place.I am back after more games. Not sure if this has been mentioned anywhere else, but does anybody notices how the mode seemed to be causing some skill VFX to entirely disappear? I tried going into other 4 older maps and none of these happened in both "Show all" and "Limited" setting. In Worqor, irrespective to my setting, some VFXes like DNC LB, SGE LB, SCH Biolysis-Deployment Tactic, and GNB LB telegraph just straight up disappears (but the effect still applies). It gets pretty jarring IMHO.
I was just throwing random arbitrary numbers there xD But the main idea is to punish overreliance on the benefit the weather provides. I can see how DoT (maybe call it frostbite) can be an alternative. But will that still benefit the non-rangeds more for their higher innate damage reduction?
The lack of VFX was mentioned before, as was numerous annoying sticking points in the terrain. Anyway.
I want to say that maybe slapping on some base cap points while dropping node spawn rates right down might lead to … something? Maybe not even at bases but... maybe having three static nodes somewhere equalized on the map would alleviate some of the aimless running around guessing where something new will spawn on the larger playing surface of this map, if you have somewhere available to contest at all times or almost. This chasing of nodes in this style at the moment is not really doing the rounds, from what it sounds. Too ambient.
Apart from mildly altering the capping style, the current gameplay design rings kind of lazily done. I figure a lot like Onsal (I don't personally) because that middle node, when it appears, acts as a quasi perma state of convergence. Somehow I imagine if you were to remove that node from Onsal, and it gets allocated the same loose spread of the new map, it'd get a lot more "boring" as well. What I'm thinking of is more akin to OG FoG. And SR works I guess because the nodes can be recapped, while having a similar "scatter and find the nodes" gameplay. So the quandary with this map looks to be hovering around the misguided stitching together of current BG styles.
I have no basis for this idea, if you can even call it that, since I haven't gone beyond my initial five rounds from a week ago, much less with the new zero downtime respawning. Not even spitballing, just some random thoughts. Maybe a mob that can be contested somewhere that will rampage once claimed ala Hidden Gorge even? I don't know but it feels like it's the lacking prominent contention points that's an issue for flow. Think there needs to be a secondary layer of objective busywork somewhere. The premise of the map lacks meat with the speed of takeovers and bids to move on. The weather effects add too little. Something needs refining.
/ramble
My thoughts on Triumph currently is that they need to increase the spawn rate / value of nodes at/around Mid slightly and reduce the spawn rate / value of nodes outside of mid. Mid, especially during the ice phase is a trap for pinches (kinda like shatter mid, but even more dangerous).
I want to say that maybe slapping on some base cap points while dropping node spawn rates right down might lead to … something? Maybe not even at bases but... maybe having three static nodes somewhere equalized on the map would alleviate some of the aimless running around guessing where something new will spawn on the larger playing surface of this map, if you have somewhere available to contest at all times or almost. This chasing of nodes in this style at the moment is not really doing the rounds, from what it sounds. Too ambient.
This would force people to interact without having to travel miles (kinda like onsal mid always being A/S rank). I've had a number of games where contesting mid points happened on top of the cliff rather than on the point, when teams are trying to counterpinch each other.
This is quite good and can be quite fun with multiple routing options that are currently available.
Spawning random S rank in the cave to the east or hill on the west & north should be very very rare, or shouldn't happen at all as it's just skews the RNG too much.
So much this. Absolutely deflating when you want to engage in actual pvp and contest points and you get punished cause rng decides to spawn an A and a S far side of the map.
This map is awful at times. It rewards staying back, not pvping and just waiting for the other two teams to engage and 3rd team just roll on uncontested nodes.

Feels like a lot of "run run run" and then"run". The damage numbers for entire teams usually look low.
Last edited by EmilySummerstar; 01-03-2026 at 11:08 AM.
I have a bit of a point of friction with the snowsoldier that spawns in the middle of the map because of this. It's kinda like shatter ice - a trap for 2 alliances that arrive first.
Whilst I think it's interesting that due to him being there it changes the routing in mid, it makes rotation around the mid basically impossible and rewards somewhat passive gameplay. I have already been trapped next to him once out of carelessness, and /return to escape...
I would much prefer for the route to be more open. You can even make him appear/disappear during the snow phase, rather than being a static block to the route.
p.s.
Of course if your team is good you can farm the first/second team that arrives, and push through them to get to the ramp and counterpinch the team that arrives last from top of the hill. But...if your team is that strong, it doesn't really matter what map layout is![]()
Last edited by TofuLove; 01-08-2026 at 04:22 AM.
I play FF14 for PVP
It has been more than 4 weeks of absolute dominance of tank premades, terrible map rotation, and not even a singular acknowledgement from SE.
At least, could they give us shortcuts, it's not pvp, it's run simulator
It is bound to slaughter the frontline population and behaviors on all maps by promoting PVE only mentality in frontline.
Could we, at least, have a word on the time it'll stay as primary map of the rotation ?


i think the focus of the A and S rank ovuums should be more towards the center with the high value spawns and very few low B rank ovuums with the occassional a Rank on the outside. It should absolutely be a brawl in the middle the longer the match goes on.
The weather is ok I think its a bit over kill with the shield buffs during the snow phase though. I like the aurora phase though its nice to have a LB charge boost.


Done about 20 matches and I like this map a fair bit. I don't think it's as good as onsal, and maybe not as good as seal rock but it's close. It is at least drastically better than Shatter or Secure so I don't want to complain too much. That said, I do think the map layout is ill-thought out to some degree. If you are at a middle node and an outer node spawns, the pathing you have to take to get there is asinine.
Like this is just silly. Look at those routes. If I were going to fix the map, I would probably add more spokes, so to speak, allowing more direct pathing to the outter nodes but still keeping a bunch of natural chokepoints.
I also agree that S ranks should heavily bias the center spawns and not the safe outer spawns.
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