Honestly we get 4 Nodes spawning their the Flame Base Camp up north, nice RNG, but when we get the three above and Maelstrom takes the bottom one that's the Lighthouse or the one near... Adder comes from the side of us and takes the middle north node.

Fine, let them have it... though everyone bails on me while defending and I'm off to the side and I got all the Adders focusing on me. Didn't last long.

But what grinds me gears is that I spawn at my Base Camp and hurry to the Node on the bridge... and we got Adders coming around the corner and myself and a few of my teammates got wasted by them and our cooldowns were not up yet.

This happened to us twice in a row from the same spawn and we couldn't do anything to escape! Honestly why give the Invincibility buff if it only applies while you're ON the base and not outside for a few seconds like Slaughter was? Which honestly on Slaughter made NO sense as hardly anyone would go near the Base Camp for killing when most players are in the middle.

Give the Invincibility buff the same 15 seconds when you leave the base so we don't got boxed in by an alliance group of the opposing team when we have a node spawned near us... give us the home field advantage! Something to prevent us from not aiding our allies because we got one alliance blocking us and taking our node and easily killing us when we exit and don't have time to react or there's hardly enough of us to make a difference.


Also... Warriors should NOT be able to tag-team those Chain Pulling skills on the same player repeatedly. The moment two or so WARs do that's you're dead... not Purity or support skill can save you... that's overkill! Even if you're running away because your team deserted you! Well not like it happens as they wasted their skills on a single player... just to earn a kill instead of defending, but then again Ninjas are squishy and need to work in teams together, they can solo kill a target if they use their burst damages right and self-heals, but they cannot take on an onslaught of moves aimed at them. Especially near the base camp where you revive from your recent death.

God I know you need situational awareness, but sometimes you can't see everything and then when you notice your team pulling away... when we have nearly all 3 of alliance running away from only a small group of 8 defending a node. It's sad...

I mean that's not a sound tactic and we should divide each alliance for each node, but 24-members can beat 8-members defending a node? No wonder Flames have been losing all day... most of the time it's 3rd place because everyone tries to solo or abandon a teammate to their death.

Not to mention hardly any Healers in Sealed Rock. Seriously! We get at least 3 Healers, one per alliances, on average on the matches I've been!

I'm not buffing or nerfing classes, but give the Home Area to the GC seem advantages so we're not losing nodes closer to our base or preventing teammates dying at the base camp area (I've seen this happens to my teammate twice by two Ninjas hiding out and when I did it to a DRG... he was not happy I bet).