I don't know if it is just Primal but Astragalos is pretty much non-existent and we are back to 72 man shatter. Occasionally get 72 man seize.

I don't know if it is just Primal but Astragalos is pretty much non-existent and we are back to 72 man shatter. Occasionally get 72 man seize.


It is overall just NA data centers.
All Japanese data centers are showing opposite and Rival Wing discussion is 300% active there than we are.
Each of Japanese data centers have maybe about 30 Frontline matches each week.

Interesting. Looks like their players foremost seek fun in pvp when our players - effectiveness. In result "pro-pvpers" do not go there because no premades there, bots and exp farmers - because no roulette bonus. If SE will add Astralogos roulette it will at least alive again.



I usually queue for all maps of Frontlines + Astragalos, and believe it or not, I managed to enter a Borderland's Ruins (Secure) twice and not even once entered Astragalos. I'm on Aether Datacenter.
Depends what the bots are queueing into.



Its not just American Datacenters. Astralagos is COMPLETELY Dead on EU-Servers too. Once i waited 4 Hours on Saturday-prime-time. Every time i try to queue it shows 30 mins +
I guess the reason for that is the Design that favoured Healers way to much so half the Participants in there were Healers ---> Dps and Tank players hated it and left.
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More-so the fact the design of the mode is just generally bad. It's like a really horrid MMO version of a MOBA-style game. Also GCvGCvGC in general is terrible design.Its not just American Datacenters. Astralagos is COMPLETELY Dead on EU-Servers too. Once i waited 4 Hours on Saturday-prime-time. Every time i try to queue it shows 30 mins +
I guess the reason for that is the Design that favoured Healers way to much so half the Participants in there were Healers ---> Dps and Tank players hated it and left.


I am strongly disagree.
Design in general is not bad, it is the way we behaved screw up the mode.
In general English players prefers to play with certain advantage or cookie cutter.
This is why this mode is dead on EU and NA.
Especially 3 way combats significantly reduce the issue of premades vs pugs.
You will always have a 3rd faction screw up the premade's dominance over pug group


That's totally fair. Like I said I liked the format, but it definitely was in need of more tweaks then they seem willing to do.Mine was the Mech AoE's. I would be clearly out of the AoE but then would die. I would operate a mech and they would do the same thing and live. The latency/lag in the mode was infuriating. It was one thing to be killed by an LB in 3.0 but when I was clearly out of range from the AoE but still get hit just pissed me off. Also that kills didn't really mean anything in the mode.
I will strongly disagree with you. The design is awful.
My frustration with the design is that it is so heavily focused on mechs. Which don't really require much skill if any at all.
Personally I liked the mech mechanic since it stood out a bit more than just standard moba fare. However, it required too much *sigh* teamwork to be super effective. As much as I'd love the amount of team work it takes, making all of those people work together, is a very tall order and simply not realistic. I mean it's hard enough for 24 mans....
Yet we can "behave" in other mobas just fine (astralagos is simply a variation of the standard moba fare). But this mode did have some issues that were never addressed in terms of balance and gameplay. While the user bases may vary the game mode was the same.I am strongly disagree.
Design in general is not bad, it is the way we behaved screw up the mode.
In general English players prefers to play with certain advantage or cookie cutter.
This is why this mode is dead on EU and NA.
Especially 3 way combats significantly reduce the issue of premades vs pugs.
You will always have a 3rd faction screw up the premade's dominance over pug group
Because they refused to fix the overwhelming advantage healers had. Which is a design flaw.
Last edited by silverlunarfox; 04-24-2018 at 04:56 AM.
"Within each of us, the potential for great power waits to be released."


I have point out the potential problem of healers have high potency damage spell for no apparent reason from the Feast-balancing.
Yet we can "behave" in other mobas just fine (astralagos is simply a variation of the standard moba fare). But this mode did have some issues that were never addressed in terms of balance and gameplay. While the user bases may vary the game mode was the same.
Because they refused to fix the overwhelming advantage healers had. Which is a design flaw.
It is a left-over from 3.0 system because healer need a damage spell for PvE.
A healer job should not be able to heal, absorb damage, crowd control and output damage at the same time.
To me this is balance flaw instead of design flaw, just imagine the backlash from Feast side.
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