Lmao I love the pun xD (btw you're right on the anti-PvP, even though I personnally find some maps less fun in general than this one, and on the snowball b****sh*t)

I stopped doing the daily "challenge" because I simply kept getting it; while I do have terrible RNG (And I do mean Terrible RNG- I had a D&D session where I got at least three nat 1's in a row on game store dice) the fact that out of seven days I queued up for it, I got it every day.
Much like what everyone said, I would spend all my time riding to one side, not actually doing anything, getting to the point and seeing the node on my map get claimed. It got boring just doing that time in and out that I just stopped queuing all together. I had hopes that I would get one of the other modes for the daily challenge but "Triumph" kept forcing itself in past my door like an unwanted sitcom neighbor. I guess it's not wrong though- it is challenging... to not die of boredom.
There's only so much "At least the exp is good..." that you can convince yourself with before the well runs dry and you just stop.
I cannot wait for it to stop being available everyday so I can actually get one of the maps I do enjoy playing- like Secure, Shatter, and Naadam.
Incredible slop and boring map. Constant running, minimum fights and low scores everywhere unless you are with premades which makes it much easier to win. Most people will have 6-10 loses in a row on this map per day until they finally get a win, that's how bad it is.
If you are winning, chances are that at the end your team gets sandwiched or does stupid thing (e.g. chase to base and lose everything). Plus RNG is brutal and can spawn S ranks at someone's base so its easy win for them.
Garbage map.
Aside from this, respawn timers seem to be instant and this creates a problem yet again.
Last edited by MayuAmakura; 04-04-2026 at 08:11 AM.
So what you are saying is, Worqor Chirteh is EXACTLY like every other Frontlines map?Incredible slop and boring map. Constant running, minimum fights and low scores everywhere unless you are with premades which makes it much easier to win. Most people will have 6-10 loses in a row on this map per day until they finally get a win, that's how bad it is.
If you are winning, chances are that at the end your team gets sandwiched or does stupid thing (e.g. chase to base and lose everything). Plus RNG is brutal and can spawn S ranks at someone's base so its easy win for them.
Garbage map.
Aside from this, respawn timers seem to be instant and this creates a problem yet again.



when you get alliance where people don't split up, it can be very fun
but something in this map's design makes it not very likely. might be the long distances? also i think there is generally more nodes active at one time, or then im just hallucinating
or then it is the usual, people not looking at their map and rushing to nodes when obviously someone else has whole of their manpower there, already, with more BH...
¯\_(ツ)_/¯


First, I want to be clear that I am not a fan of this map, nor am I trying to defend it.
That said, the issues many of you are experiencing seem to stem from one main factor: this mode doesn’t allow the usual “Horde Stampede” approach to work effectively.
The design clearly pushes players into smaller group skirmishes rather than large mindless zergs.
In EU/NA, the default solution for almost every mode has been to rely on mass grouping, often playing everything as if it were Onsal Hakair.
Because of that, I wouldn’t be surprised if this is exactly the kind of behavior SE is trying to discourage.
Looking at the design of the updated Secure map and this new mode, it’s pretty clear they are intentionally reinforcing small scale engagements.
In a way, this mode feels like the culmination of that design philosophy.
Rather than trying to force old strategies onto a system that no longer supports them, we likely need to adapt: split into smaller groups and find better ways to coordinate




I get what you're saying, and think it makes sense- on paper. I still don't find the map to be "too large;" the issue is that it seems people think they're entitled to be able to travel to and reasonably contest every perimeter point from everywhere else on the map, even if it's on the opposite side. I don't think teams are meant to be able to throw their entire team at one side and reasonably expect to get the bulk of their team into position on the opposite side right after the same way you can in Onsal.First, I want to be clear that I am not a fan of this map, nor am I trying to defend it.
That said, the issues many of you are experiencing seem to stem from one main factor: this mode doesn’t allow the usual “Horde Stampede” approach to work effectively.
The design clearly pushes players into smaller group skirmishes rather than large mindless zergs.
In EU/NA, the default solution for almost every mode has been to rely on mass grouping, often playing everything as if it were Onsal Hakair.
Because of that, I wouldn’t be surprised if this is exactly the kind of behavior SE is trying to discourage.
Looking at the design of the updated Secure map and this new mode, it’s pretty clear they are intentionally reinforcing small scale engagements.
In a way, this mode feels like the culmination of that design philosophy.
Rather than trying to force old strategies onto a system that no longer supports them, we likely need to adapt: split into smaller groups and find better ways to coordinate
Here's the problem though; numbers is still king in Frontline skirmishes, and there are still three teams. Almost every time your team tries to "split" in anticipation of a "smaller group skirmish" for more than one point, one of two outcomes tend to happen. The first is each of your groups of ~12 players gets overrun, wiped and farmed by ~24 "horde stampeding" players from two full separate teams in the opposite directions. Congratulations, your team lost points, ended up with no flags claimed, and gave both teams free Battle High.
The second is maybe one of the other teams didn't push one of your smaller groups, and you have a bunch of people standing around claiming an uncontested point, while leaving your other team of ~12 to still get rolled when they probably could have used the manpower to fight back.
Until the PvPinterndevs give a big enough carrot to incentivize players to need to split-up regularly and actually penalize horde stampeding to the point of it being an unsustainable tactic, the horde stampede is here to stay. In that regard, that's one thing Rival Wings does better.
After having ran Triumph long enough by now, my biggest criticism is that map tries to be symmetrical but does a poor job of it. The three perimeter flags (southwest, southeast and northeast) that spawn between each team's spawn areas are heavily skewed towards yellow, and stacked against red in terms of travel distance. Yellow team will always get the bulk of their team to both points before either other team can arrive. The same is true for blue team in southwest against red; they'll have their team on the platform before red can even start going up the stairs.



I don't think it's the map that is too large as a sum, but the outer bumpers should be brought in. Getting from mid ramp up to an outer node, or rotation from two adjacent corners, is too long. On the other hand, mid feels like the perfect size. Respawn distance into strategic interests is good, too. Love the stairs with strategic cover to benefit defenders.
I don't think the map is too large. In fact, I think it might even work being slightly larger - if we got the ability to set up our own forward respawn points (destroyable, of course). That's such a common thing in many MMOs with a strong PvP component, I wonder why FFXIV didn't "steal" the idea yet.
I wish the weather events had different orders sometimes, it's always snow >aurora. Better yet, I wish there was more weather events that could even be cycled through.
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