Dev: we cant fix PvP so we'll throw in a RNG map and make it the only map available at level 60.
Dev: we cant fix PvP so we'll throw in a RNG map and make it the only map available at level 60.
The RNG aspects make Seal Rock more fun than any other map. It's the only game mode where you have to come up with strategy on the fly, instead of having the same strategy or set of strategies that you use every time.
Indeed. Some times you win, some times you lose, but it makes for better matches imo and an overall better win/lose ratio for everyone then the other modes.
The only "RNG" aspect of Seal Rock is whether you get competent people on your team or not.
I go bonkers when I see people say "GG Adders got 2 nodes and we got one" when that's actually in OUR favor.
People just like to use "RNG" as a scapegoat.
It is total rng, for node spawns, but there's also a high amount of bad players in PvP in general( I'm looking at you eso cappers). But would you prefer the PvP wait times at 2hrs like before seal rock. Maybe instead of ppl complaining about fickle things they should invest in a GC LS for premades.
I love Seal Rock for the RNG. The other mode is boring... at least even this way, even if your team sucks you still have a chance if RNGesus smiles on you.
--------------------------------------------------------------------------------------------------------------
ホイホイ Commissions ==> http://goo.gl/RwVnHZ
Clearly, the best Final Fantasy character is Locke Cole.
Glamour is TRUE ENDGAME
Not really good rng will most likely wipe ur whole team. If both teams fight a endlessly at beach or so thats not rng^ Its not rng what makes you win a good group does if it was "rng" what makes you win why does 1GC always dominating a data centre
This!
Yeah i still dont understand why peoples wish for "good" RNG everytime before the match starts, that just asks you to get wiped/farmed, instead you should wish that for other GC's so you can team up and double gangbang the GC that gets the "good" RNG.
Very rarely rng can actually be blamed, I.e a close 3 or 2 way game and double S spawns in a leading gcs yard while the last contested nodes are the other side of the map.
1 of the latest matches I was in, the one leading didn't understand this concept. We (flames) had perfect opportunity to flank mael (winning team) with adders, but he insisted on attacking adders to secure 2nd... They "only" had a 200(ish) lead, which can easily be drained by a massive flank situation. I've been on the winning side, leading with 400+ points, but a constant flanking situation made us end in 3rd.
Getting 3 nodes in close proximity is usually NOT good rng. Good rng is getting a S close to base, having 700pts, while the 2 other GCs duke it out far away (assuming you lead).
|
![]() |
![]() |
![]() |
|
Cookie Policy
This website uses cookies. If you do not wish us to set cookies on your device, please do not use the website. Please read the Square Enix cookies policy for more information. Your use of the website is also subject to the terms in the Square Enix website terms of use and privacy policy and by using the website you are accepting those terms. The Square Enix terms of use, privacy policy and cookies policy can also be found through links at the bottom of the page.