This is solidly the worst map in frontline, despite some interesting design choices regarding weather and verticality. The combination of long travel times and quick objective spawns incentivizes people who dislike PvP and join only for EXP/season pass rewards to essentially play PvE fetch quest mingame instead of actually fighting.
Like it or not, many of the players who queue for these rewards are not interested in learning the type of skills required to be good at PvP (map awareness, repositioning without retreating, objective priority). Other maps solve this to varying levels of success - shatter and secure have mid objectives that will cause three teams to gravitate to a central location for enough time for teamfights to occur, onsal points are easy to deny causing engagements to become protracted, and seal rock points are reclaimable. Worqor's objectives are closest to Onsal's but simply driving an opponent back creates enough space for a quick claim. This failure to create a combat focus for the easily distracted allows people who have no interest in PvP (and they are quick to tell you if you try and call for a pinch) to justify embarking their hunt train halfway across the map to try and steal an A-rank near the enemy base, a doomed venture.
The proof is in the damage numbers, which are wretched compared to other modes. It's incredibly common to see games end with maybe one person in your entire alliance breaking the 1m damage mark. Anyone defending this mode, please tell me on what other map this happens routinely.
I know some premade groups and shotcallers who are having great success, but as a dedicated solo queuer who likes to fight (but not at the cost of winning, obviously), Worqor has been without a doubt, the consistently worst experience since Endwalker's PvP rework. To be clear, I don't mind losing. But if we're not even going to put up a fight, then the mode is wasting my time.

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Such brawls on Seal Rock and Onsal can be fun too, sure, but the vibe just isn’t the same for me.


