Yeah, I'm really getting sick of the RNG involved in Seize. I can't tell you how many matches I've had where we were in the lead (Adders) by 200 points or so, then all of the sudden, they throw all 3 tomeliths near the Storm or Flames base and we just cannot break through because so many people are after them and defending them. If you know anything about being an Adder on Primal, it's this... 9 times out of 10, if you jump into a fray with Flames and Storm, it's going to turn 2v1 and it's been this way since the introduction of Slaughter, lol.
I have a few problems with this new mode actually.
A. North spawn
Seriously. Whoever thought the north spawn was a good idea seriously needs to reconsider their design for this map since it gives us less opportunities to capture and puts us at a higher risk than south or caves. It's very difficult to get a good start if you spawn at north, especially since it has the least amount of room to escape from as well, so if you're being pushed (unlike in the caves where you have plenty of room to move, flank, etc.), you can get stuck in this scenario, eventually even leading to spawncamping while they hold a nearby tomelith.
B. Mid spawn
This one never ends well. It usually just ends in a bloodbath because every GC goes for it, even if it's a B. It has terrible placement and there's just absolutely no need for all three factions to be fighting over a B tomelith of all things. Again, this is horrible design and should not have been placed in such a tight location in the dead center of the map for everyone and their mom to fight over since this mode should be more about objectives, but once this tomelith spawns, it turns into Slaughter.
C. One GC sticking on the other the entire match
This has more to do with people rather than the mode itself, but I've noticed that Flames (at least on Primal anyway) tend to stick to one GC the entire match and it really sucks because then both of you lose while the third GC is in the background standing around defending, not even having to worry about fighting. It doesn't even matter where we spawn for this either.
I've spawned north a few games and Flames just stay at the north, pushing us each time we come out of our base and everybody is saying "ignore Flames!", but how do you ignore 20+ people fighting you repeatedly and chasing you down when you leave your base? This has happened in the caves too. Even without any tomeliths inside, Flames will stay inside of the caves and just hunt us down, moving as this gigantic group (basically their entire alliance), and just keep killing us, not allowing us to leave the caves and/or focus on objectives, while the other team wins.
I don't exactly know how you can go about remedying this, but something should definitely be done here since it's a troll tactic and it's not exactly fair when one GC is collaborating with another like this to ensure their victory. This is supposed to be 1v1v1, not 2v1. I can understand situations like this occurring in Slaughter, but in an objective based mode where they would be getting more points off of getting the tomeliths, it's clear that they're just doing this to keep us out of the match, even if it means sacrificing themselves in the process.
All-in-all, I'd just suggest that a tomelith spawn on each GC's side each time, then include a random one (like on the beach) to spawn as well, making it 4 spawns each. That way every GC at least starts out at about the same points (depending on who activated theirs first anyway), then they can fight for the difference at the other tomelith and earn points by capturing that or killing those that are attempting to do so, then gain points by playing defense. Every single new spawn should include a tomelith on the GC's side somewhere so even if they're falling behind, they can still have a fighting chance, rather than always having them spawn on the totally opposite end of the map, basically shutting them out of the match even halfway into it because of shitty RNG.
There is no in between when it comes to RNG. You either get good spawns or bad spawns. There aren't okay spawns. You can tell right from the beginning of a match if you're going to have good luck or not. Once you see all 3 of them spawn near the enemy's base in the beginning though, you know it's going to be incredibly tough to stay in the game... Let alone actually win it.
Now, don't get me wrong. RNG has blessed the Adders a few times with S ranks popping near our base (even 2 at a time, but very rarely), but even then... I still feel bad for the guys because when you get good RNG, the other teams just don't have a means of coming back at all and they know that, so they begin fighting each other for 2nd place instead and that just shouldn't happen. No team should be giving up halfway into the match because of bad spawns.
They should always feel like they've got a chance, but in something like Seize, where RNG is king... You could have multiple people with 0 deaths and 5 kills or more and still end up losing, despite playing well, simply because you couldn't get a single tomelith to spawn near your base (which has happened more often than you'd think). So, please... Please consider changing the way this RNG operates for Seize so everyone is given a fighting chance and we can avoid situations like this from happening.
EDIT: Welp. It was bound to happen sooner or later.
And before you ask... Yes, this was the result after a north spawn (which I had gotten 3 times in a row) and I'm currently on a 0-7 losing streak with Adders right now. The last close match I had was actually from the north spawn though. We were neck and neck with Storm until we both reached about 700 points, then three tomeliths (one of which was an A) spawned near Storm's base and we lost.
Man, I love RNG.
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