Please remove the two blocks of wall next to the Crystals starting position, it is so bad for everyone playing a ranged job, you can't attack anything because people constantly run behind walls, this is extremely frustrating.
thank you.
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Please remove the two blocks of wall next to the Crystals starting position, it is so bad for everyone playing a ranged job, you can't attack anything because people constantly run behind walls, this is extremely frustrating.
thank you.
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Last edited by Arohk; 10-10-2023 at 08:36 AM.
For starters, that's the whole point of them because without them playing in melee range means you are forever exposed and never get to have an angle to approach while Ranged gets to keep angles of retreat.
They are meant for tactical play by repositioning yourself around them to avoid constant line of sight (i.e. using cover) - something both melee and ranged jobs get to abuse equally. If you feel like they are a hindrance rather than useful then you clearly aren't using them enough.
That or you are spoiled from Palaistra's and Cloud Nine's ridiculously open midpoints.
To learn Volcanic Heart has made me a significantly better Ranged player. I used to not even dare to go in close melee as a Bard to preserve my precious Powerful Shot damage, but Volcanic Heart has taught me how important that is, even on other maps by forcing me to circumvent the los issues by going in. Especially with respects to pushing Crystal. Also I had other players help me out which always helps a ton - Volcanic Heart was a real handicap for me.
Volcanic Heart is now my favorite map, used to be Clockwork Castletown which has lost none of it's charm. Volcanic Heart just became better and more meaningful to me.
I legit thought this was a troll post.
"Please fix people outplaying me."
Wow.
Palatria and cloud 9 did spoil me. It felt great to play blm on That 2 maps, lolFor starters, that's the whole point of them because without them playing in melee range means you are forever exposed and never get to have an angle to approach while Ranged gets to keep angles of retreat.
They are meant for tactical play by repositioning yourself around them to avoid constant line of sight (i.e. using cover) - something both melee and ranged jobs get to abuse equally. If you feel like they are a hindrance rather than useful then you clearly aren't using them enough.
That or you are spoiled from Palaistra's and Cloud Nine's ridiculously open midpoints.
And additional post, because I'd like to present a counterpoint - I personally think Palaistra and Cloud Nine could do well with an extra obstacle or two on the map. Here is an image to illustrate it.
Just two LOS objects, about two lalafell heights long + wide, near the mid point. Small enough that you can't ring-around-the-rosie on them, big enough that you can get closer to the enemy without being blown up by anything and all ranged. That's all I'd ask for on Palaistra as it is overall a fairly good map.
As long as no sick mind decides to add those stupid edge corners found on volcano map to them..
Unpopular opinion: the maps are not the problem. The complete lack of balance, random team compositions, and absolutely terrible reaction time of the net code are. The fact that you can be on the crystal and not seen as on the crystal is absurd, but it happens. I guess at least I haven't seen the crystal take off on its own in a while. Stellar playground for player vs player though. Be full ass in guard die anyway because the ability that killed you had a 12 second animation that we have to have of course. People cry about Frontline being turned into more of a pve trashfest because of the tone-deaf changes to shatter but the whole mode is just worse pve. But hey there's track suits I can finally buy with the mountain of crystals I'm being smothered under. So, yay.
I don't understand the logic behind complaining about an ability that kills you during your guard animation. You'd have been dead all the same if the damage had been instant.
This actually introduce some tactical delay where you can heal, do certain things in a pinch, etc. If anything, the design of the netcode and how mechanics behave makes more sense in pvp than pve to me.
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