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  1. #1
    Player
    Jeeqbit's Avatar
    Join Date
    Mar 2016
    Posts
    7,693
    Character
    Oscarlet Oirellain
    World
    Jenova
    Main Class
    Warrior Lv 100
    Quote Originally Posted by Cidel View Post
    Wow. Those Shatter changes. No small ices at start for 420 seconds and then they all spawn at the exact same time? And now 2 large ices up at once... Still trying to wrap my head around what they were trying to go for here...
    It seems like they are trying to combat people's focus on small ices (it's a common strat we go for, where we just kill the small ices a lot). They want the focus to be mostly big ices.

    Meanwhile, they know that all the other teams are bored if a big ice is up, so it seems this is why they want to have 2 big ices up.
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  2. #2
    Player
    Cidel's Avatar
    Join Date
    Jun 2012
    Location
    Bastok
    Posts
    1,489
    Character
    Cidel Paratonnerre
    World
    Hyperion
    Main Class
    Astrologian Lv 100
    Quote Originally Posted by Jeeqbit View Post
    It seems like they are trying to combat people's focus on small ices (it's a common strat we go for, where we just kill the small ices a lot). They want the focus to be mostly big ices.

    Meanwhile, they know that all the other teams are bored if a big ice is up, so it seems this is why they want to have 2 big ices up.
    Yes, I've been reading some opinions on reddit (amazing, right? decent to read sometimes when its not inundated with commission fanart/ upvote bait), and I don't think the knee-jerk reaction of "Shatter is bad now" (low bar) is necessarily correct. These changes do mostly eliminate the meme of players jumping from small ice to small ice all game, as the small ices will only spawn two or three times a game, and it will be a hectic minute when they do. And having 2 big ices does solve the problem of only 1 team (with the ramp) having nearly uncontestable access to a large ice every couple minutes causing the other two to usually putz around at small ices. Had a hard time seeing what their goal was changing it up. but I think I'm starting to see it.

    Quote Originally Posted by IvoryBadge View Post
    Genuinely don’t know what you’re happy about. These are the most out of place changes I’ve seen in a while, basically DRK and SAM got done dirty.
    Literally only "happy" with DRK and DRG adjustments (they hardly solve the problem, but they make it a bit more manageable/less braindead). It's been clear in this entire expansion cycle that mostly all Frontline-only adjustments were going to be relegated to mere damage reductions and LB timer changes. DRK enjoys a largely repercussion-free set-up on a massive scale used in conjunction with their LB's invincibility (that also does large AoE damage when activating). And unfortunately DRG basically piggybacks off that set-up to score insane damage/kills. This likely won't make the actual "meta" problem go away, but I'm willing to bet it makes it feel slightly-less oppressive.

    The problem is a lot of these adjustments are done because of LBs. That's why I'm sure SMN and GNB got hit with a FL damage nerf and the increased LB charge time. I was surprised, wondered if it was warranted for SMN- hardly "happy" about it.

    I do sympathize with SAM and wonder what this was all about; as their LB will kill you regardless of their damage modifiers, so the damage nerf solves nothing other than encouraging them to be more reliant on their LB?
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