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  1. #31
    Player
    Domira's Avatar
    Join Date
    Feb 2012
    Location
    Ul'dah
    Posts
    272
    Character
    Corvus Lament
    World
    Excalibur
    Main Class
    Dark Knight Lv 60
    Much better than slaughter, I don't think its better than secure. But I like how each match is unique because of randomly placed nodes, but I also hate how wins are determined by your luck of where nodes are placed.
    (1)

  2. #32
    Player
    EdgyLatinName's Avatar
    Join Date
    Nov 2014
    Posts
    29
    Character
    Corvus Jack
    World
    Hyperion
    Main Class
    Marauder Lv 60
    Quote Originally Posted by Domira View Post
    Much better than slaughter,
    This isn't aimed directly at you, but for some reason people keep saying "It's better than slaughter." as if that holds any weight. With the amount of complaints and suggestions that were from both us and the JP community, I'd sure as hope anything they put out is better than slaughter.

    Slaughter was terrible, there was a million different game types and ideas that are still better than it (and this). Seize shouldn't get points for being not slaughter, people need to stop comparing it to as such. The system of the map itself is awful and you can boil it down to either the placement of the tombs (like a majority of the spawns in caves, good luck taking that shit) or the completely random order they spawn in. Honestly, I don't know how people aren't disgusted by the mechanics of it (or lack of). Want to know strategy for Seize? Pray some invisible roulette system is nice to you, that's it.
    (3)

  3. #33
    Player
    Potatoes's Avatar
    Join Date
    Aug 2013
    Posts
    95
    Character
    Sophie Miret-njer
    World
    Sargatanas
    Main Class
    Botanist Lv 80
    wow look at this edgy guy
    (3)

  4. #34
    Player TheWaywardWind's Avatar
    Join Date
    Apr 2014
    Location
    Gridania
    Posts
    290
    Character
    Alexander Miller
    World
    Sargatanas
    Main Class
    Conjurer Lv 80
    To all of the people saying that it's bad, I think we all need to pause and just take a moment to remember the awful, double-teaming, cometeor spamming, frustratingly laggy mode that was 72 man slaughter and be grateful for the new mode.

    I still miss secure, but it's still fun. RNG can be pretty annoying, but I can't complain too much because I've played games where I've had several nodes all spawn and re-spawn at my camp, and I've had no nodes spawn anywhere near us. It makes games interesting.
    (3)

  5. #35
    Player
    justinjarjar's Avatar
    Join Date
    Jun 2015
    Posts
    348
    Character
    Kitty Monsk
    World
    Diabolos
    Main Class
    Lancer Lv 60
    Get to highest level point and zerg then move to next one when it spawns. If you are wining by a lot basically watching paint dry if you are losing bad because of spawns or premades like nails on chalk board. If it is pretty even across the board it can be better but after day one that has not happened again. Overall 72 zergfest are pretty pointless and not that skill focused more about channeling the zerg. Actually PvP you should almost never see on this map if played right which kinda destroys the point of PvP. I would like some smaller PvP like 12 per or 24 per team. I would also like only two teams, but SE loves three teams which only kinda works in zerg fests. (and even thenn turns into 2 teams and one team that trolls a team to let the other win).
    (0)

  6. #36
    Player
    Atreus's Avatar
    Join Date
    May 2011
    Posts
    901
    Character
    Atreus Auditore
    World
    Faerie
    Main Class
    Paladin Lv 100
    Quote Originally Posted by justinjarjar View Post
    Get to highest level point and zerg then move to next one when it spawns. If you are wining by a lot basically watching paint dry if you are losing bad because of spawns or premades like nails on chalk board. If it is pretty even across the board it can be better but after day one that has not happened again. Overall 72 zergfest are pretty pointless and not that skill focused more about channeling the zerg. Actually PvP you should almost never see on this map if played right which kinda destroys the point of PvP. I would like some smaller PvP like 12 per or 24 per team. I would also like only two teams, but SE loves three teams which only kinda works in zerg fests. (and even thenn turns into 2 teams and one team that trolls a team to let the other win).
    Welcome to the reason 72-man Secure ruled.

    Well, Sieze certainly guarantees one thing... people can't complain that their GC never wins anymore!
    (1)

  7. #37
    Player
    CGMidlander's Avatar
    Join Date
    May 2014
    Posts
    1,819
    Character
    Height Error
    World
    Jenova
    Main Class
    Samurai Lv 90
    I wish 8v8v8 would happen more often, honestly.

    24v24v24 gets disorganized extremely often by comparison, from my experience thus far.
    (0)

  8. #38
    Player
    Soular's Avatar
    Join Date
    Jan 2014
    Posts
    77
    Character
    Gremms Foulke
    World
    Cactuar
    Main Class
    Dark Knight Lv 70
    Quote Originally Posted by Atreus View Post
    Welcome to the reason 72-man Secure ruled.

    Well, Sieze certainly guarantees one thing... people can't complain that their GC never wins anymore!


    Can't say I feel the same way really.
    (Maelstrom, all from 72-man seize)
    (2)

  9. #39
    Player
    Cidel's Avatar
    Join Date
    Jun 2012
    Location
    Bastok
    Posts
    1,489
    Character
    Cidel Paratonnerre
    World
    Hyperion
    Main Class
    Astrologian Lv 100
    Having played this extensively for the past several days, I have mixed feelings about it.

    I notice people praising the Seal Rock map, but once you get over how asymmetrical and new the map is, I noticed that the tomelith/terrain is not constructed fairly, and the GC with their spawn in the caves is at an advantage, while the GC starting in the north might even be at a small disadvantage. The caves have noticeably more advantages due to elevated tomeliths and relative distance from the starting point to any given tomelith in the area.

    Also, while people cry foul for the heavy RNG factor, for the most part, its also simply being at the right place at the right time and to increase your odds at being the 1st to a tomelith by simply having your GC preempt the respawns. Unfortunately, many people cling to their tomeliths as an entire alliance like its a Secure base; then they moan "RNGesus" when the other tomeliths spawn far away from them.

    This mode requires a lot more coordination and communication than the other 2 modes IMO, which makes it much less friendly to casuals who think they're queueing PvP to zerg rush bases/ expecting to kill people.
    (1)
    Last edited by Cidel; 07-27-2015 at 08:28 AM.

  10. #40
    Player
    RiceisNice's Avatar
    Join Date
    Jul 2014
    Posts
    3,514
    Character
    Flo Fyloord
    World
    Famfrit
    Main Class
    Machinist Lv 80
    Quote Originally Posted by Cidel View Post
    ...
    Having a node spawn "behind" an already claimed one is advantageous, not the fact that they were covering more ground (because really all three teams should be doing this anyway).

    Using my crude drawing example, you have these Nodes A----B----C----D. If you had B claimed and the enemy has C claimed, A is much more accessible to you simply because of the less distance needed to travel. Sure they can run the distance to fight you for it, but the matter of fact is, whoever's at B is going to claim A first, and trying to retake a node that's already been claimed is much much more difficult than defending it, let alone claiming it.

    The typical strategy is just to take 2 nodes and hold them both; you don't need a full alliance to be able to sucessfully defend a node even against a full alliance rush, typically because by the time they do overtake it, it's already down to 20% or lower and they were already dispersing to claim the next set of nodes.
    (0)
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