^lol some1 has a bee in thier pants
^lol some1 has a bee in thier pants
that person is absolutely correct though, the casual community is really fkn cancer. I honestly like how hard and salty it is. It jus makes the win more satisfying and rewarding.
Kind of.
Whereas I totally agree that the vast majority of Feast related complaints I've seen on the forums are a baseless load of salty chips, the idea that incentives aren't needed for queues is laughable. This is an MMO. Worse yet, it's an MMO that was not built on a PvP foundation. The incentives that already exist to play the PvE content tremendously outweighs PvP, regardless of whether or not you find PvP more enjoyable. That's just a plain and simple a fact of reality. It goes without saying that queue times are harmed as a result. I don't think players who acknowledge this reality and are interested keeping PvP queues alive are "thankless" or somehow wrong to do so, especially when SE has already acknowledged that the system is not perfect and is reliant on player feedback.
Grand Company restriction isn't going anywhere...Field of Glory (Shatter)
*Introduced this with a video.
This time around the battlefield is set in Coerthas, so it’s a map that is covered in snow. In terms of how this is different from Seal Rock, there are 3 different locations on the map that you can take over by entering into the circle area. One strategic point is whether or not to leave some troops here or not. You’ll also be able to lay claim to your opponent’s strongholds by continuing to be in the circle. However, this is just a piece of the strategy. The main part of this content involves the destruction of objects which are scattered throughout the field. After a certain amount of time has passed, it will become possible to destroy these, and doing so will earn you points. Once they are destroyed they will not reappear.
In Patch 3.3 we will be reverting the Adrenaline Rush gauge back to how it was for Frontline.
Destroying the thing gained them 300 points I think... Seems fairly similar to Secure, just with the one outpost instead of three, two "shatter" points either side and one in the middle...
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I'm guessing spawns will be random like Seize...
Last edited by Nalien; 05-22-2016 at 08:08 PM.
Looks good.
GC restrictions though.... Sigh..
Level 60 Secure has been highly sought after so many people should be pretty content about this. The adaption on the "node/drone mechanic" should also be more interesting in that you don't have to largely abandon your outpost in every match in addition to a lack of predictability.
Further more, I believe it was said that points for destroying crystals are awarded based on damage dealt. Now, that could just mean that the victor of the points is decided in the same way drones and nodes were, though I initially understood it as your damage percentile dictates how many points you procure from said crystal, i.e 50/50 between two companies would result on a 50% share of the total points. Though it's a very particular line of wording that could go either way.
When the Crystal broke this showed up
So I'm certain depending on how much damage your GC outputted to the crystal, you'll gain the points back.
Any info on a reward for this new map, like a mount?
So, it's basically Secure 2.0. Well that's good news. I think a lot of people have been hoping for something like this, since Secure was so well liked among the community.
That said, the "shatter" aspect might be a little iffy. In Secure, node spawns often watered down the PvP aspects of the game mode, because everyone was suddenly doing a giant PvE styled Dps check. I hope that the "shatter points" don't run that same risk. We'll have to wait and see, though. The point weight between capture points and shatter points will ultimately decide where the player focus is.
And then there's this ...
Seriously, WHY?? GC restrictions have been the number one hated feature of Frontlines since the early days of Secure and are the biggest contributing cause of dead queue times. It is utterly mind numbing that SE is still insisting on keeping them around, even though there is literally no reason to do so. They wrote any logical lore reasons out of the game with the Before the Fall patch and cemented it in stone with the grand melee, so there is absolutely no excuse for this kind of crap. Trying to find any logical sense to this decision is like scrambling my own brain with a power drill. It's like one hand of the dev team is trying to make something pretty and shiny, and the other hand is holding a hammer over it so they can smash it as soon as it's done.
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