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  1. #151
    Player
    Karasio's Avatar
    Join Date
    Nov 2019
    Location
    Gridania
    Posts
    191
    Character
    Silver Faye
    World
    Louisoix
    Main Class
    Dragoon Lv 90
    Quote Originally Posted by Brill_ View Post
    With pld cheese gone, we can get back to the real problem with onsal and seal rock, rng. Sucks to lose because all the S ranks spawn on one teams door step.
    It's not that bad with onsal since you can just zerg rush the team in the lead even if you don't get the point. Seal rock just needs to be thanos snapped though.
    (0)

  2. #152
    Player
    Jettinson's Avatar
    Join Date
    Feb 2021
    Location
    Ul'Dah
    Posts
    792
    Character
    Ivan Moondiver
    World
    Alpha
    Main Class
    Warrior Lv 80
    Quote Originally Posted by Brill_ View Post
    With pld cheese gone, we can get back to the real problem with onsal and seal rock, rng. Sucks to lose because all the S ranks spawn on one teams door step.
    Those are not bad, the worst ones are 2 close high rank ovoos spawning near your base which most the time you will end up losing both because it is a 1v1v1 so one team will get the point, allowing to gain advantage and potentially flank you

    It is the only part where it is really hard finding a proper counter because, you cannot allow to split at all and have to go all in to wipe the team fast (which is almost impossible because we have stalling jobs, so imagine a DRK or PLD using their 10 second LB followed by Ninjas with Doton, Machinist turret etc, those seconds are enough to give the 3rd team to capture the uncontested ovoo and possibly win)
    (2)

  3. #153
    Player
    PangTong's Avatar
    Join Date
    Mar 2016
    Posts
    247
    Character
    Reginald Thorne
    World
    Ultros
    Main Class
    Monk Lv 100
    I find RNG is only really bad in Seal Rock because the map is so huge and the nodes are frequently in inaccessible locations that highly favour one team (most obvious example is the node on the top of the big ramp in the caves near the middle). In Onsal, the map is a lot smaller and nodes are more accessible so it doesn't feel quite so unfair (except when you get S ranks spawning right next to an enemy's spawn or NO nodes spawning near you). In Onsal I generally feel like the team that played better wins, but in Seal Rock the winner is based mainly on node spawns. I would like the Seal Rock map to be designed if possible.

    The bigger factor of RNG is not whether nodes spawn near you but rather how the spawns encourage the teams to move. Like, if right at the start of the match an A rank spawns between two teams, those two teams will end up getting locked in battle for ages with neither team willing to surrender that one node. Meanwhile the third team is running around picking up all the other spawns for free and getting an enormous lead. That sort of thing happens a lot, but it's totally down to the behaviour of the players. It could be totally avoided if teams could play strategically (even though they can't), so I can't really put it down to the RNG of the nodes.
    (0)

  4. #154
    Player Deveryn's Avatar
    Join Date
    Aug 2020
    Posts
    2,724
    Character
    Deveryn Ev'liarsh
    World
    Excalibur
    Main Class
    Summoner Lv 100
    RNG is what keeps it interesting and it's not really an excuse. I always say it's a collective (lack of) effort that decides a team's place at the end.

    PLD is no longer a problem, so let's grant this thread some much needed rest.
    (1)

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