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  1. #101
    Player
    Commander_Justitia's Avatar
    Join Date
    Aug 2013
    Posts
    1,211
    Character
    Ash Primordial
    World
    Phoenix
    Main Class
    Warrior Lv 90
    I think SealRock is good because you can recapture nodes. If you could recapture "Triumphs" (what a name..), albeit slower (100% increased capture time) after it has been captured once completely, it would make things different. But that would require them to tick slower (longer uptime) and take out the speed of spawning new ones. Making it possible for people to actually fight for them. Seal Rock nodes take like what, a whole minute or longer to deplete? I think its like 5% each 3s tick so at least a minute...

    As someone else already mentioned, map Q&A.
    - When you go up the ramp to the capture points, I think the SouthWest one has this small rock debris as a little barrier directly in its path. This fucks up gapcloser abilities. I lost a match because I couldn't gapclose and dragoon LB into the crowd claiming it.
    - Then there are small elements like waypoint markers or little shrine looking things on the road - if you run besides them you can get stuck on them too. Their surface should be made smooth.
    - I think it is similar with the pillar structures around one of the Adder spawn point. Their surface is uneven.
    - Also think the map needs a visual indicator when you can go up the ramp again, when you fell off to the sides from the top in the North. Like when it is physically possible to jump on the ramp again from the side. This is a place where you could put rocks, where you cant. And then have nothing where its possible for players to jump on it again, because its even enough to pass.

    Warrior Limit Break wasn't really made with Z-Axis in mind or? It is supposed to be a frontal cone. But it feels like it lacks height/volume. It is hard to test on dummies that are on a flat surface. You are often unable to execute warrior LB because the target is a little above or under you. I think I would even change it to be a 10-15y point blank aoe originating from the warrior itself, which would align well with their other type of warrior skills.
    A point blank aoe will hit targets who are on the same ramp at different Z-Axis levels. A frontal cone apparently won't?
    (0)

  2. #102
    Player
    EmilySummerstar's Avatar
    Join Date
    Jan 2022
    Posts
    81
    Character
    Emily Summerstar
    World
    Diabolos
    Main Class
    Red Mage Lv 100
    I propose the map be called "Run". Maybe I'm being too harsh. Maybe a map where you run most of the time won't be so bad if we didn't have to play it every day. It might even be refreshing when things get back to normal.
    (3)
    Last edited by EmilySummerstar; 01-16-2026 at 03:49 AM.

  3. #103
    Player
    aereniil's Avatar
    Join Date
    Mar 2025
    Posts
    76
    Character
    Mael Aereniil
    World
    Lich
    Main Class
    Black Mage Lv 100
    No matter the mode, the most fun part of FL is when you get into large scale all-Alliances epic disputed fights for very long minutes ! The new map gets interesting opportunities for this, within the ~5% of games getting those big fights (because teams, skills, and luck!), with the help of its multiple ambush points <3
    (1)
    Last edited by aereniil; 01-16-2026 at 06:16 AM.

  4. #104
    Player
    Commander_Justitia's Avatar
    Join Date
    Aug 2013
    Posts
    1,211
    Character
    Ash Primordial
    World
    Phoenix
    Main Class
    Warrior Lv 90
    Quote Originally Posted by aereniil View Post
    The new map gets interesting opportunities for this, within the ~5% of games getting those big fights
    Seal Rock and Onsal forces that every few minutes though usually. With this new map there is little incentive to surprise an enemy from behind, if it is too far away, you just miss out on new capture points. I don't think the new map is bad, just needs to give PvP a few more seconds to develop, before new capture points spawn already.
    People just never feel how many points they make by killing other players. It is not very transparent to the newbie.
    (1)

  5. #105
    Player
    Chiyeko's Avatar
    Join Date
    May 2019
    Posts
    49
    Character
    Chiyeko Bladestorm
    World
    Ragnarok
    Main Class
    Paladin Lv 31
    Kind of feel like the developer wish the developer would just would use 2 factions versus instead of 3 just make it simple. Also feel like this map is to big with objective to run to and should be smaller to engage in fights. Also middle of the map rather have the S rank there instead of the large blocking snowman would make some interesting engagement to fight in that 3 way bridge. Other random pop up snowman is okay, maybe fix the terrain or put up more hill to hide behind for ambushing possible escape.
    (1)

  6. #106
    Player
    Commander_Justitia's Avatar
    Join Date
    Aug 2013
    Posts
    1,211
    Character
    Ash Primordial
    World
    Phoenix
    Main Class
    Warrior Lv 90
    Quote Originally Posted by Chiyeko View Post
    Also middle of the map rather have the S rank there instead of the large blocking snowman would make some interesting engagement to fight in that 3 way bridge..
    Now that they got rid of capturing a point by interacting with it with a cast bar etc. something that could have gone for a whole match in Onsal, they remove the middle point action, even when the new capture system would make a stop to that. It is a bit odd indeed.
    The map is the same size, just the action happens around the edges mostly, which makes it feel big. They either need to slow the capturing, make points recapturable, or delay new spawns - to give people more time, if they want to keep the map edge capture points. Or shift the focus onto the center points more.

    Same way they could upgrade Onsal to this new capture system.
    (0)

  7. #107
    Player
    Valence's Avatar
    Join Date
    Oct 2018
    Posts
    5,235
    Character
    Sunie Dakwhil
    World
    Twintania
    Main Class
    Machinist Lv 100
    The more i play this map, on top of all the grievances, what truly is starting to piss me off is since games are so lopsided on score, they all tend to complete within or even under the 10min mark. This is incredibly frustrating, it's barely started that it's already over with not much accomplished.
    (0)
    Secretly had a crush on Mao

  8. #108
    Player
    Aidorouge's Avatar
    Join Date
    Apr 2024
    Posts
    715
    Character
    Buzam Aidorouge
    World
    Excalibur
    Main Class
    Ninja Lv 100
    I've been in matches now where the winning team (including my own) literally had no kills/barely any damage because node spawns favored our side of the map in such a way while the other two teams were constantly fighting each other over lower rank scraps.

    Even would-be pinches would get cancelled/ignored mid-attempt because people would rather chase new nodes than fight over current ones, including the ever popular "there's only 3 dudes here and 16+ of us, lets kill them and take the node... wait, where's everyone going? Oh... another uncontested node spawned nearby..." This map, even more than Shatter, really emphasizes how much people don't want to PVP with the amount of wild 180s I've seen even when one team had the numerical advantage and could have swarmed easily.
    (0)

  9. #109
    Player
    aereniil's Avatar
    Join Date
    Mar 2025
    Posts
    76
    Character
    Mael Aereniil
    World
    Lich
    Main Class
    Black Mage Lv 100
    Quote Originally Posted by Commander_Justitia View Post
    Seal Rock and Onsal forces that every few minutes though usually. With this new map there is little incentive to surprise an enemy from behind, if it is too far away, you just miss out on new capture points. I don't think the new map is bad, just needs to give PvP a few more seconds to develop, before new capture points spawn already.
    People just never feel how many points they make by killing other players. It is not very transparent to the newbie.
    Indeed, on Worqor Chirteh, you’re way less likely to get those huge, long, epic mass brawls I love… but when they do happen on that map, it's an absolute adrenaline bliss. Such brawls on Seal Rock and Onsal can be fun too, sure, but the vibe just isn’t the same for me.

    In big fights on Seal Rock/Onsal, I feel like there’s often less tension and less room for creativity, mostly because you don’t have as much freedom:
    • to move around enemy groups (Seal Rock gives more options than Onsal at least)
    • to successfully retreat when you’re getting sandwiched. On Worqor Chirteh, you don't only get the classic "pull back" : sometimes, if your team is smart enough, you can more easily exploit the multiple existing pathways to counter-ambush and even flip the attack (it's not often, but it happens)
    • to physically break target lines while keeping vision. It’s always fun using rocks to block melee/ranged attacks while still being able to quickly counterattack.
    • to pull off surprise jumps from incongruous angles. I love the verticality on Worqor Chirteh. It’s not ridiculously high like Borderland Ruins or (less so) Onsal, but it’s also not flat enough to make you feel uselessly too exposed or not take jump damage if you're too reckless.
    • Also… Fields of Glory forcing you to periodically destroy crystals kinda (too) abruptly kills the flow of fights. It interrupts the momentum when things are getting spicy.
    • Not having to interact with Fields of Triumph, and generally only needing one person inside each, makes taking/contesting objectives feel way more direct and action-focused than Onsal, Seal Rock (Seize), and even Borderland Ruins
    (3)

  10. #110
    Player
    aereniil's Avatar
    Join Date
    Mar 2025
    Posts
    76
    Character
    Mael Aereniil
    World
    Lich
    Main Class
    Black Mage Lv 100
    Honestly, huge props to SE for Worqor Chirteh’s map design too:
    • A fair amount of useful, balanced cover/obstacles (rocks, snowmen, structures)
    • And just overall really good terrain/structure potential, like: bridges + choke points that make AoEs surprisingly deadly, terraces/hills with stairs/ramps letting you angle attacks from the sides (especially AoEs and LBs), multiple solid snipe vantage points, and some natural relief that helps hide incoming sandwiches

    The Weather field effects are well made too and generally useful if correctly exploited:
    • The Snowmen (Snow Soldiers): offer additional obstacles to shield yourself, hide players in ambush, or move around to strike the weaker rear guard. I've seen many players (DNC, RDM, SGE, and so on) turn the tide of a fight by smartly using them.
    • Blessed Blast: these shields give us squishy DPS and healers (even) more confidence/chances to stay in front or move further ahead to deal damage and LBs, and to launch our Status Effects/Crowd Control abilities, while tanks become even more unkillable (for the best and the worst, forcing damaging enemies to adapt their targets/focus, strategies, and/or positions).
    • Auroras: the LB buff is valuable to increase the intensity and rhythm of group fights (even more if stacked with the other LB bonuses).

    And the fact that these bonuses/effects are only temporary and occur at different moments during the game makes teams/players (or at least the not so many people that are motivated enough to do so) adapt their strategies and priorities.

    Of course, Worqor Chirteh is far from perfect:
    • The spawn rate and number of Triumphs are too high: this makes most games a boring marathon-only fest, where, at worst, the least motivated players on at least one team just run from node to node while avoiding any kind of fight/resistance (not a problem to take objectives, but sometimes you don't need the whole team on uncontested nodes!).
    • Like Onsal (but in a worse version), the fact that S-rank Triumphs appear more often after a certain point in time on this bigger map gives too much room to RNG/luck. The favored (and not always lower-ranked) team, if it gets lucky and ends up far away from the core of the fights at the time, can get the node without any resistance - sometimes even if the other teams react as soon as the S-rank pop. When two S-ranks pop, good luck not having one team get a free capture with zero contest, and not having your team split chaotically. Combined with the first flaw above, the randomness and spawn rate of S-ranks also incentivize less smart teams (and players) to brainlessly greed and rush these nodes, even when it means giving up a winning fight or running into a relatively easily foreseeable sandwich trap due to the S-rank’s position (especially for the winning team).
    • With the current objective scoring, the spawn rates of S-rank Triumphs are also too unbalanced, considering how many games end very fast compared to other maps as soon as they pop.
    (1)
    Last edited by aereniil; 01-17-2026 at 11:10 AM.

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