I hate it to the core!!!
You could recapture point but no, now it doesn't matter
Claster F of Ants Runing Around
the PvP should be fun and no grind fest for mount/item , and then never going there, coz it's done
ask Yourself why LoL, DotA, CS has players non stop? coz it's fun, not that they farm for item and never play it again

I beg to differ. I find PvP to be very much enjoyable and the new map to be a superior version of Seal Rock (Seize).
PvP on Japanese servers are highly active so saying no one goes there again after they've gotten their rewards it's just plain false (same goes for alot of EU/NA players aswell).
It all comes down to whether you actually like PvP and not it being a "grind fest".


1) Because they're free
2) You really think LoL/DOTA2 would still be popular if they didn't have ranked ladders? Nor something to actually grind for to keep it fresh? Let's remember both games have had the same game play since they started, we haven't. Also, CS was traditionally a casual game but still had an eSports background, so why suddenly a ranked ladder if playing it for fun was simply enough?
3) MMORPG PvPers are a minority in a lot of MMOs, but none more so than here. Look at how horrible this game engine is for combat, it's clearly not designed with PvP in mind.
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I really enjoy the new mode for really having no downtime and constantly moving. I'm sure the mount speed increases were designed around this mode since the map is so small they make sense.
I do find many people are still rooted in this Seize mindset and aren't understanding leaving the node once it's capped and moving to the next one though. Did many games yesterday and I almost had a win on Adders (1680) but because people didn't cap nodes and decided to fight Flames had us in a stalemate and Mael took the bottom nodes that popped for a win.
Lots of people just waste time there when they could be moving to secure another point or at least put ourselves in a better position to avoid a pinch.

Mm, couldn't disagree more. Plenty of people are getting the idea of hit & run, the problem is the way the objective waiting works, someone's peeling off, usually many someones in fact to cap a node all the while teammates are getting left as easy marks of opposition, it's a far from fluid process.I really enjoy the new mode for really having no downtime and constantly moving. I'm sure the mount speed increases were designed around this mode since the map is so small they make sense.
I do find many people are still rooted in this Seize mindset and aren't understanding leaving the node once it's capped and moving to the next one though. Did many games yesterday and I almost had a win on Adders (1680) but because people didn't cap nodes and decided to fight Flames had us in a stalemate and Mael took the bottom nodes that popped for a win.
Lots of people just waste time there when they could be moving to secure another point or at least put ourselves in a better position to avoid a pinch.
Then of course when you get teams that try to do the objectives, the Battle High system shows just how broken it can be on a map this tiny with so little wins in straight up fights. People say fight aggressively, yet that runs counter to the idea of hit & run, so I'unno, it needs tuning I think.
Also fight for the Flames/Freelancer Team: you will know pain here.![]()
Last edited by Novani; 12-11-2019 at 11:23 PM. Reason: Forgot to add the quoted section, whoops!


That's because the nodes pop so fast in the early phases + the small map means any GC can get to a spot without much issue. The whole alliances should be moving as a group as that pressure from that and the fact other people are thinking those same thoughts on nodes means that the chase isn't very far. Even then jobs like BLM and RDM can lock people in place allowing for a better escape of the majority in some cases.Mm, couldn't disagree more. Plenty of people are getting the idea of hit & run, the problem is the way the objective waiting works, someone's peeling off, usually many someones in fact to cap a node all the while teammates are getting left as easy marks of opposition, it's a far from fluid process.
Then of course when you get teams that try to do the objectives, the Battle High system shows just how broken it can be on a map this tiny with so little wins in straight up fights. People say fight aggressively, yet that runs counter to the idea of hit & run, so I'unno, it needs tuning I think.
Also fight for the Flames/Freelancer Team: you will know pain here.
You're going to be fighting someone either when your entire team gets to an open node or by the time the node is ready to pop. So the aggression is really just kicking people off the node asap and getting it yourself before moving to the next, pinching at points where your group is good to. I'd say hit and run plays into that since it's just getting you into the next fight, which allows this entire mode to thrive of constant pvp.
Don't worry, I already Freelance for the majority of them.

For sure, it's one hellishly frustrating map for all the effort put in so it's hard to keep it all in perspective.That's because the nodes pop so fast in the early phases + the small map means any GC can get to a spot without much issue. The whole alliances should be moving as a group as that pressure from that and the fact other people are thinking those same thoughts on nodes means that the chase isn't very far. Even then jobs like BLM and RDM can lock people in place allowing for a better escape of the majority in some cases.
You're going to be fighting someone either when your entire team gets to an open node or by the time the node is ready to pop. So the aggression is really just kicking people off the node asap and getting it yourself before moving to the next, pinching at points where your group is good to. I'd say hit and run plays into that since it's just getting you into the next fight, which allows this entire mode to thrive of constant pvp.
Don't worry, I already Freelance for the majority of them.
It does have a lot of good high ground for ranged players, so it has that going for it; and CCs have a field day.
Either way, just general feedback in any event. I will say: enjoyed the old maps better, felt it more possible to make interesting comebacks at the very least, even if they did take awhile.
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