You forgotmy suggestion:
- nerf Cometeor, make it do less damage when used against multiple target. Cometor or Meteor in the previous FF games didn't have 100% chance to hit all the enemies since the meteorites will randomly fall on the targets.
- nerf the AoE Sleep already, it's been overpowered before and still overpowered now. reduce the success rate, I mean at least not 100% FFS.
- the mecha enemies on the battlefield, whatever it called, needs to do more random AoE to make it impossible for the players to just stand in the same spot. and make it target on the players with Battle High/Fever statuses more than the players of losing teams.
- make market/manor/temple ADS spawn 3-4 times throughout the match, stop these 24 vs 24 vs 24 in the middle.
-Cast are no longer interupted by attacks
The en-masse caster limit break abuse is going to get caster LB nerfed.
Unfortunate because such coordination imo is rightfully rewarding, but it's simply too exploitable atm. 72 man slaughters are ending in 5minutes due to 1 alliance steamrolling with full caster dps setups.
edited for addendum
Slaughter mode sucks. Period. Even putting the (horrific) balance aside, it's a zerging faceroll fest with minimal mobility or tactics. Do your daily roulettes, then queue secure mode, and we can all get back to proper PvP.
It is nice for vit spec healers with the HP MP buff you are well over 6k. Its like a beacon one match i got hit by 10 cometeors in a row. They hit consistently for 2k. But melee adrenaline rush only hits for under 3k. It doesn't add up when people group up. Now I am not sure how blm and smn bars fill. But I saw one go off after less then a min of being up top.
Someone one was doing math about range. Range can cover at least 33% of the top if not closer to half. I can heal from my ramp to mid to just about other team ramps.
Yeah, it really did work way better as 8v8v8 and I'd like it to be restricted to that, honestly. The only downside to that is that the market/manor/temple mob spawns don't work well for that. With 72 people stacked in that tight space, casters become way too good and melee way too risky. They probably also need to drop the damage these personal lbs do, or make them fill slower.
I think that if SE really wants to keep it 24v24v24, they need to adjust the mob spawns to keep each group of 8 split up for most of the match.
There's nothing wrong with mindless zerg pvp. Believe it or not but some people like it
I've been playing more slaughter 72 today and as WHM so far I rarely get targeted. Instead.. it feels like playing 'Keep the Melees alive' game... Which make my mp go down the drain pretty damn fast if I'm not careful. And in every match there was that full one minute that was comparable to a coil turn with the among of Caster LB going off.
The map seems to be the biggest issue. Well designed for the original 72man capture the point mode. The map is too large for 8v8v8 and has no real feature to break the flow of the central 3 turtle triangle. Think we need a new map for these new mode.
Black mages are currently fotm until the lb gets nerfed.
Somehow melee is kinda fun to kill those other melee who too focus on drone, or catch the prey who enter to our area to disturb healer (and as always, tank is really annoying as hell)
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