If that is just one map, it looks so big for 4v4 lol

If that is just one map, it looks so big for 4v4 lol
This definitely seems to be the case, which means that we cannot interrupt a player from picking up medals, short of killing the player before they reach them. In one way, I really like this. It will ensure that the game matches keep a fast pace and establish a sense of urgency. It will also mean that it will be easier to split medals across the team since anyone can just run them over to get them. No need to worry about a healer or caster putting their neck on the line while waiting for a interaction bar.
In another way, though, there will be a less tactical approach to the match progression, since the only way to stop a person from scoring is to kill them. That means that bait tactics will be less effective. ... Though, I suppose Pld's can delay the inevitable by stun locking via shield bash. That should work out just as well.
This was probably unavoidable, since the casual matches are 8 v 8. I think SE is banking on the 8 v 8 unranked mode to be the more popular one (especially for tome hunters, who don't actually give a hoot about winning). So the arena had to be big enough to accommodate both. It should work out in 4 v 4 as well, though. The fact that we can freely sprint around means that we can utilize the extra space if we need to cheese it away from an enemy (healers and casters especially).
|
|
![]() |
![]() |
![]() |
|
|
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.
Reply With Quote



