Why are people talking about 1v1 in a thread about slaughter? There was some good discussion about the actual game mode going.
Why are people talking about 1v1 in a thread about slaughter? There was some good discussion about the actual game mode going.
That was Red using a strawman saying that 1 v 1 dynamics (using a false-absolute as an example no less) is an indicator of poor balancing in a Team game. Probably has not played the like of DoTA or LoL from which the class/team dynamics seems to be inspired from. (Slayable objectives for buffs, empasis on teamwork above individual skill, etc.)
I don't discriminate in my replies unless they devolve into trolling,( in which case that individual gets put on ignore list.)
It's good to review the basics sometimes. Casters owe their overall fragility to their large potential group impact, which is true in PvE as it is in PvP. I'd be more in support of reduced cooldowns on their many safty-switches for casting (Surecast, Swift Cast, Equanimity) Then the removal or weakening of the mechanic that keeps them balanced without hefty nerfs to their performance. That level of risk/reward for those classes provides a reason for tanks to harass or peel for their DoM. Make them too independent or too low of over all impact and you lose the relevance of tanks or Magic DPS respectively.
Actually, you brought up 1v1 to say that casters should only care about being interrupted when they are separated from their group. Interruptions by auto-attacks happen with the group too. And we care about both. It's a terrible mechanic. Spells should be interrupted by interruptions and CC alone.
This is not a MOBA. Those are small teams of 4-6 people. This is a 24v24v24 three faction pvp instance.
does Flames ever lose? The last ~20 slaughter matches I've done, its always the same result, 3rd Maelstrom/2nd Adders/1st Flames. Sometimes they win by 100 points difference lol
Also, why doesn't premades have some kind of reward penalty(reduced XP/WM) like in wolves den? (I know most players from premades are maxed rank so they don't give a flying duck about it but still)
There shouldn't be a penalty for premades.does Flames ever lose? The last ~20 slaughter matches I've done, its always the same result, 3rd Maelstrom/2nd Adders/1st Flames. Sometimes they win by 100 points difference lol
Also, why doesn't premades have some kind of reward penalty(reduced XP/WM) like in wolves den? (I know most players from premades are maxed rank so they don't give a flying duck about it but still)
It was you who brought up 1 v 1. Period. I checked you for applying 1 v 1 player matters to a team game, and also checked your assumption that a mage versus a melee is an automatic loss for a mage, which you are still blatantly incorrect as you should never assume the encounter results in a deathmatch. A mage that engages a melee at a disadvantage is foolish. A Melee caught by a mage off guard alone is a similar fool.
MOBA was just an example of the inspiration. This is still a team game with controlled participation. You may have had an argument if this was open world PvP but it is not. However many of the universal PvP issues still apply and SE intelligently checked them by giving Mages a clear vulnerability for their otherwise massive impact. They also checked it by giving Bards a damage Sweetspot within the gap-close distance of melees.
Many of your complaints come from the gripe that you get focused as a mage - my recommendation to you is not to play one in PvP if it bothers you as much or, alternatively, get pocket tank. The difference between queuing alone and queuing with even one friend is night and day in my experience - and this is speaking as a Scholar healer as well. Having someone to protect who also protects you gives you a strong level of stability in the chaos of what's going on.
Otherwise, you have more tools to address an opponent than any other class type and the highest potential impact on any match. (Especially healers in frontline because they come at a premium.) It would take an entire restructuring of PvP party mechanics from the ground up to balance Mages for lack of interrupts. I honestly don't see Mages as a whole actually desiring what the trade off would be to remove the interrupt mechanic.
I see the balancing reasons for the interrupts and what it adds to the party dynamics. I'm not telling you not to be frustrated by the mechanic, but it is the mechanic that holds the classes together. What you are asking for, is an entirely new and different PvP system - that's unlikely to happen as what we have now is popular - more so in Japan than EU/NA but that's enough to keep from a complete reformation.
On a sidenote, Adders made a pretty strong showing last night when I got on.
I'm on the fence with slaughter. 50/50. If we had a better map designed specifically for it (with covers, elevations, multiple paths), it would most likely be a lot more enjoyable and balanced.
I like Slaughter a lot, but caster LBs are a joke. Make them actually dodgeable or severely reduce the damage they deal. By the time you see the circle, it's usually too late to avoid being hit, and that really shouldn't be the case, especially when they have the ability to Sleep you before casting it. That it's virtually impossible to get out of an LB even without any status effects is a joke.
I think you're exaggerating both the damage and simplicity of caster LBs. One caster LB literally does nothing, even with a well timed sleep to ensure it hits. You need a minimum of 3 LBs to hit to assure you're going to take out a target. Much easier said than done, not to mention how easy they are to counter with defensive LBs.
The real problem arises when you realize that getting 3 kills with caster LBs instantly gives you a full LB bar causing the snowball effect, as Synnove mentioned earlier.
The more I play of the mode, especially with the drastic changes is strategy over the past 2 days, the more I start to think it is actually a much better mode than it appears at first glance.
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