Slaughter 24 man is ok, but the 72 is just a massive cluster fart.
Slaughter 24 man is ok, but the 72 is just a massive cluster fart.
You're using these tactics to argue that Slaughter has depth. I'm not going to keep posting rock, paper, scissors here. Just saying there isn't much to Slaughter.
I do recall seeing a couple of your threads recently that you were just getting into this, so I assume you weren't really playing PvP much or at all before Slaughter came out? Secure promoted varied party setups, assigned a specific opponent and objective to each team (barring any swaps or changes via communication), made the middle only "important" for a tiny timeframe, and still made the killing of opponent's extremely important. That was depth. Perfection? Hell no. I'm not attempting to attack credibility, but when you have something to compare Slaughter to:
Standing by this.
Not even gonna bring up Adrenaline yet. That's another essay.
If we're going to make cast interruption more difficult, then we're going to have to make casting weaker across the board. Range is the safety measure of all mages and one you remove the immediate threat of being interrupted once that distance is closed, you're going to invalidate a lot of Melee further than they already feel. In circumstances in which melee feel a if they can't over-extend, mages already stand to have a most significant advantage. The only times in which cast interruption becomes a major issue is when a Mage is caught alone with their cooldowns down - which shouldn't ever happen in a team-based game and, in my humble opinion, that's the fault of the players, not the system.
I did do a little bit of Frontlines on my Lancer and Scholar classes before the removal of Cleric Stance and the improvements to Lancer, so I do have points of comparison. But I never dove into PvP in earnest until recently.You're using these tactics to argue that Slaughter has depth. I'm not going to keep posting rock, paper, scissors here. Just saying there isn't much to Slaughter.
I do recall seeing a couple of your threads recently that you were just getting into this, so I assume you weren't really playing PvP much or at all before Slaughter came out? Secure promoted varied party setups, assigned a specific opponent and objective to each team (barring any swaps or changes via communication), made the middle only "important" for a tiny timeframe, and still made the killing of opponent's extremely important. That was depth. Perfection? Hell no. I'm not attempting to attack credibility, but when you have something to compare Slaughter to:
Standing by this.
Not even gonna bring up Adrenaline yet. That's another essay.
That said, comparative logic, I feel, is a touch flawed in this circumstance. Capture and Hold will always be more strategic than deathmatch. You're arguing apples and oranges at that point. Within the context of it being deathmatch, there's arguably more strategy involved with this version than other MMO death-matches as the neutral objectives and buffs are contestable via combat.
As far as Adrenaline - it dosen't need as much change as people are saying. If anything, severely diminishing returns on stacking Cometeor. (7 second stacking resistance buff. First hit, full damage, second hit, 30% damage, third hit, 10% damage, fourth on - immunity.)
Because the responding rage is eternally entertaining. (Tis a trait of the character to mess up the saying and spelling of things. You're looking for 'Break it down to Brass Tacks.' Next time I'll put an (sic) by it.)
Last edited by Hyrist; 02-06-2015 at 07:17 AM.
So anytime a caster is caught alone against a melee it should be a free kill? No bias there.
BTW, in order for cast interruptions to become "more" difficult they have to be difficult to begin with. You auto-attacking does not qualify.
Last edited by Red_Wolf; 02-06-2015 at 07:26 AM.
I think Slaughter as a game type has some potential.
My core concern for the game mode revolves around the Adrenaline System and how it interacts with Battle High and Battle Fever. Adrenaline should not be generated from damage (and kills) done by Limit Breaks as it makes it too easy to overwhelm your opponents with back-to-back Cometeor (72-man) or Raw Destruction (24-man). A coordinated group should be able to push an advantage with these abilities but they should not be able to snowball the game into a one-sided slaughter within a 30-second time frame.
Overall, I feel that the 24-man Slaughter plays out pretty well. I think the that 72-man version could use a bit of a tweak in terms of objectives as there is very little incentive to leave the middle platform. It feels like the intention is that once the first node (+Haste) dies, the teams are supposed to split up to take out the outer objectives (+Damage). The problem is that the second center node (+HP) spawns shortly after, rewarding just as many points as an outer node and giving a large HP boost to counter-act enemy Limit Breaks. As long as you secure this node you are not really disadvantaged in terms of points even if another Grand Company is able to secure two of the outer nodes. In fact, you will largely find yourself at an overwhelming advantage due to the stray kills you are likely to pick up while sitting in the middle, especially if you manage to stack Battle High or Battle Fever on a few members.
If it's a free kill the caster is doing something wrong. Every one has a bind and/or a sleep available to them, most of them instant or have a cooldown to become instant, some of them are on insane duration. An isolated melee vs an Isolated caster should mean either a free kill for the Caster's team due to chain CC or a free escape on behalf of the caster.
Last edited by Hyrist; 02-06-2015 at 07:54 AM.
Or... not. Are you not going to use Purify? If so thanks I guess. I get to run away instead of trying to kill you. Wow, I showed you!
Why do I have to run away as a caster? That is your bias. Melee already have enough advantages. You can attack on the move. You can interrupt while simply using your best burst DPS rotation. A skilled caster should be able to kite and kill you.
Intentional or not, you confuse rage with disappointment, which only makes me even more disappointed.
|
![]() |
![]() |
![]() |
|
Cookie Policy
This website uses cookies. If you do not wish us to set cookies on your device, please do not use the website. Please read the Square Enix cookies policy for more information. Your use of the website is also subject to the terms in the Square Enix website terms of use and privacy policy and by using the website you are accepting those terms. The Square Enix terms of use, privacy policy and cookies policy can also be found through links at the bottom of the page.