As Atreus said, I run a Gilgamesh Frontlines premade that has been queuing exclusively Slaughter these past two weeks (though there are a few other teams aside from my own) and these are just the impressions we got playing the game.
Before I launch into my analysis of the current Slaughter dynamic I want to preface this with what I said earlier: the current interaction between Adrenaline and Battle High / Battle Fever is imbalanced. I think removing the Adrenaline generation from Limit Breaks would go a long way towards reducing the amount of meteor showers currently seen in Slaughter. I also believe that the objective timing and/or buffs should be tweaked in some fashion (current opinion as to exactly what is still pending). Having said that...
Cometeor and Raw Destruction really aren't that bad to deal with. If you spend 12 points into bonus Vitality (PvP Traits), equip a tanking accessory (more than one if you're feeling frisky), and use some 2-star food you can easily survive 2 Cometeors or a single Raw Destruction. A lot of the active PvPers on the Aether data center have caught onto this and it's rare for 2 coordinated Cometeors to wipe out a party. This brings the total to 3 Cometeors in order to successfully guarantee a kill on your targets. That is quite a lot of resources to dedicate to a single instance of damage. Currently there is zero repercussions to dropping this combo on 2 players are you're likely to get the majority of your Adrenaline bar back.
In the hypothetical situation where you don't get it back, a 3-Cometeor trade for 2 people starts to look a bit wasteful. Teams that spread apart pose a lot of difficult decision making because there are no obvious targets to pick. It makes landing multi-target crowd control more difficult and has less returns if it does succeed. An errant tank with a stun-happy trigger finger, a keen eyed melee with a well timed Shoulder Tackle / Overwhelm / Spineshatter Dive, a Bard with a well placed Blast Shot, or even a well timed counter-sleep from a BLM goes a long way to preventing a team wipe. You only have to interrupt 1 of 3 Cometeors to be successful. All of this is before you start to consider additional shielding, AoE heals, or defensive Limit Breaks from tanks and healers.
As you sort of touched on, defensive Limit Breaks brings me back to my initial problem with Alliances in general: you are not playing as a single 24-man team but rather 3 individual 8-man teams, this is true for both PvE and PvP. So for tweaking purposes it is easier to approach the 72-man version as either 3 sets of 8v8v8 or 2 sets of 12v12v12, the latter of which I think should be disregarded because of how sloppy Alliance interaction is. If you were to blanket Alliance-wide effects through the Limit Breaks you would probably be looking at a full system redesign.
In the end, I attribute a lot of the complaints about these abilities to be a result of a developing meta game. People are new to the game mode and they don't know what to look for. In times of panic the default reaction is to huddle together for safety making for crippling Cometeor play. Yes, this is Team Deathmatch but that does not mean your should be tunnel visioning on a single target because you want that kill. I spend a lot of my time calling and marking targets, setting up combos, or throwing out defensive crowd control when a dangerous situation arises.
Having said that, this all comes from the perspective of a person who is leading a group. I'll be the first to admit I don't know how solo queue games play out as I've never entered Slaughter with less than 2 other teammates and we usually have a very large impact on the games when we are present. If you have any additional insight, especially from a solo queue perspective, I'd love to hear it as it's not something I'm very familiar with. I mean, as an idea I don't think I've ever made a trek down to the Manor/Market/Temple to see the +Damage nodes more than once or twice.


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