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  1. #1
    Player
    Novani's Avatar
    Join Date
    Oct 2019
    Location
    Ul'dah
    Posts
    59
    Character
    Serani Melikai
    World
    Malboro
    Main Class
    White Mage Lv 100
    Quote Originally Posted by Noitems View Post
    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.

    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.
    (1)
    Last edited by Novani; 12-11-2019 at 11:23 PM. Reason: Forgot to add the quoted section, whoops!

  2. #2
    Player
    Noitems's Avatar
    Join Date
    Aug 2018
    Location
    New Gridania
    Posts
    926
    Character
    Noitems Ever
    World
    Goblin
    Main Class
    Gunbreaker Lv 100
    Quote Originally Posted by Novani View Post
    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.
    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.
    (3)

  3. #3
    Player
    Novani's Avatar
    Join Date
    Oct 2019
    Location
    Ul'dah
    Posts
    59
    Character
    Serani Melikai
    World
    Malboro
    Main Class
    White Mage Lv 100
    Quote Originally Posted by Noitems View Post
    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.
    For sure, it's one hellishly frustrating map for all the effort put in so it's hard to keep it all in perspective.
    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.
    (1)