Slaughter would be just like a slugfest without anything to cap or fight over?
That sounds kind of monotonous, like you'd just pick your frontline and stick to it forever without ever swapping your objective...
Slaughter would be just like a slugfest without anything to cap or fight over?
That sounds kind of monotonous, like you'd just pick your frontline and stick to it forever without ever swapping your objective...




This has always been sort of alazyweird "thing" when it comes to whoever is in charge of designing the PvP. Very seldom do they (if ever) make an adjustment or balance PvP abilities to behave differently between their small-scale Feast to be separate from their 72-man Frontlines modes. They almost never make adjustments based on behaviors of Frontlines; only when absolutely necessary (and believe me, right now is necessary). All of their (initial) design decisions have usually always revolved around how the jobs behave and perform around small-scale situations, with little forsight to how it translates to large-scale.
Back when Secure was the only Frontlines mode (and everyone still had their PvE toolkit), parties full of WHMs stood on the flag zones and spammed Medica II on themselves; every HoT stacked and they essentially became unkillable outside of extremely coordinated bursts on 1 target. And between Medica II spam? Holy spam. And it took them a while to decide to restrict people to just 1 HoT of each type, and until they did, some people abused the heck out of this strategy.
It's also pretty fitting that talk about Slaughter came up, because during this time, it was a common strat for people (especially premades) to stack their teams with BLMs and SMNs, and Sleepga/Tri-bind entire enemy teams and stacking their (at the time) OP Limit Break circles, usually 3-4+ at a time on the heart of an enemy group. No less than at least half a dozen people died every time. Not too unlike what SMNs and WHMs do now.
They've always dragged their feet on addressing "cheese" strats that involves stacking up on jobs that are oppressive in groups. I will honestly be shocked if these oversights in Frontlines will be addressed within the next couple weeks, let alone before the next major patch. Even minor adjustments like increasing the time LBs take to fill in only Frontlines duties, or creating a caveat that only one of each type of DoT can be active on someone in PvP (which does not affect Crystal Conflict, at all) would do wonders to curb these job-stacking strats.
Edit: I see maintenance scheduled for the 25th; if it's not addressed here, I don't think it will be in any timely matter.
It was literally the same map as Secure, no flags, and a giant trampoline/jump pad from each team's base near where the flags used to be taking you directly to the top of your team's ramp in the middle area. Nodes still spawned at set intervals like Secure that were still just point piñatas. It was a massively copied/pasted Secure but people were glad that the focus wasn't running around capping bases. low-man Slaughter was actually the most enjoyable between all potential 24-mans, but unfortunately they suddenly cut this mode.
Last edited by Cidel; 04-24-2022 at 07:43 PM.

Whenever I played 72p Slaughter that's exactly what happened - everyone just converged in the middle and never moved. It waslikethe middle platform of Secure without any interceptor drones. Since there were so many characters in the same area most of them would never even appear on screen, so you couldn't target anything and I would just spam AOE, moving around randomly if I seemed to be hit repeatedly. I'm not sure it actually qualified as a game, but it was an experience.
It's possible that you could get buffs or some advantage by moving to a different area, but I never saw that happen.
Last edited by Avenger; 04-26-2022 at 12:23 PM.
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