I second agree with the warrior holmgang, the draw in needs to be more quicker and with a stronger jerk and not a slow slow slow very slow pull back.
I second agree with the warrior holmgang, the draw in needs to be more quicker and with a stronger jerk and not a slow slow slow very slow pull back.
WAR vs Melee 1vs1 Pushback GGDuel mode might boil down to just who can execute their opener with better but lets see what happens when it goes live. Im surprised at the OP that no one mentioned Warrior's Holmgang. Am I the only on that think its bugged and not working as intended? Currently, momentum, slight terrain elevation (ex low inclines, small hills, etc) and distance affects the draw in effect and more often than not it always leaves your opponent out of melee range. If SE needs tips on how to fix this just look at the fix Roadhog got in Overwatch for his chain.
Field of Glory is really dumb, it's really hard to make comeback while one GC already break many big ice. Please fix it as quick as possible...
Please address base camping nodes as well. This has been an on going issue and only promotes grief-ing tactics. This in my opinion is similar to spawn camping and that is very unfair. Place a vulnerability debuff for anyone not in your gc and a buff for anyone who is, when attempting to defend an opposing team from taking your base node.Fields of Glory (Shatter)
We received a good deal of feedback from players expressing that the icebound tomeliths in The Fields of Glory (Shatter) make the mode feel more PvE oriented than PvP. Additionally, we've heard that players are finding it difficult to make a comeback once a team has gotten a significant lead. We’re currently discussing how we can make adjustments to this. While we do not have any specific changes to share at this time, please note that we are looking into it.
With regards to how crystals work emphasize less on how much damage needs to be done but instead focus on number of hits done to the crystal for small ones. Large ones are okay currently though I do feel like I'm fighting an A rank hunt against other players.
Also, a lobby matchmaking system would go a long way to ensure quality pvp and make matches more streamline and involving. I imagine there would have to be one if cross server party finder were to become a reality.
I am mildy groaning at the restricted times idea.
In case some people are unaware - we once had very quick times for the feast when it came out. People didn't stick and that's why queue times increased. And why didn't they stick? Not because of long queue times, that's for sure at least.
Restricting the time would consequently do absolutely nothing except reduce the playerbase further, namely by everyone who can't play during the peak time for whatever reason. There's no way the window could ever be widened, because queue times don't just "happen", they happen for a reason and those aren't even considered >_>
Gee...
Well of course for people that dont play in peak times its bad but with restricted times the small playerbase would have in the time window indeed faster q than usualI am mildy groaning at the restricted times idea.
In case some people are unaware - we once had very quick times for the feast when it came out. People didn't stick and that's why queue times increased. And why didn't they stick? Not because of long queue times, that's for sure at least.
Restricting the time would consequently do absolutely nothing except reduce the playerbase further, namely by everyone who can't play during the peak time for whatever reason. There's no way the window could ever be widened, because queue times don't just "happen", they happen for a reason and those aren't even considered >_>
Gee...
Yes - but what good does it do? As I said earlier, we had super-fast queues in Feast once, both in 4vs4 and 8vs8. What happened? People left. 8vs8 no longer pops at all, 4vs4 is struggling as well. What made people leave? It wasn't the queue, because that was fast. Whatever it was, it's going to make people leave even if the queues are faster in that window, so it doesn't help the population one bit. Queues are just a symptom, not a cause and SE seems fixed on fighting the symptoms without even investigating what the cause might be. In PvE, you can crack it up to boredom through repetition, but in PvP, that's a small factor.
Furthermore, even the extend to which queues speed up is questionable, because the entire effect is based on people changing their schedule to accommodate the time window - people who already play during peak hours are available either way. Only people who don't play during peak hours can possibly be used to reduce queue times in that window and out of those, only the people both willing and able to change their schedule will be additional bodies. If you can't change your schedule (night shift for example), you just fall out of the pool completely. Same goes if events you deem more important happen in that time window, such as raids or just social events - which, incidentally, tend to be set to peak hours because most people have time there. A very nice way to set up conflicts within a social circle.
I just don't see the benefit, all things considered. It's like they want to shrink the playerbase even more out of a morbid curiosity when the first data center won't even have 100 players anymore to fill the top spot.
I do like the idea of an open world (in a field or two) PvP even if it's not cross server (although that would be ideal). Instead of que'ing for matches, these matches are set to start at times, such as every 30 minutes. In addition if there are multiple modes of the PvP in this realm, the times are set so one can just jump from match to match in different modes almost seamlessly if they so desired.
I don't see a need to set match times, especially if this an idea like open world (instance or not) is set. Players quickly find out as it is what times are best for PvP, the only thing you're restricting is players who play at off times.
Camping bases is a legit tactic. As NIN, I camp bases. Kill the randomo that comes to try take it back, go straight to their spawn to kill him again when he comes out then move onto another GCs base because by this time he has said in chat that I'm here and people will be there to back him up or I just stay, see who comes and 2v1.Please address base camping nodes as well. This has been an on going issue and only promotes grief-ing tactics. This in my opinion is similar to spawn camping and that is very unfair. Place a vulnerability debuff for anyone not in your gc and a buff for anyone who is, when attempting to defend an opposing team from taking your base node.
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