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  1. #1
    Player
    Gaiinahat's Avatar
    Join Date
    Mar 2015
    Posts
    77
    Character
    Kage Kuchikira
    World
    Marilith
    Main Class
    Marauder Lv 61

    20 Minutes is Too Long for Frontline

    They should cut it down to 10 minutes. After 10 minutes, it turns into a battle of attrition, and just drags on and on.
    (3)

  2. #2
    Player
    Mawlzy's Avatar
    Join Date
    Sep 2023
    Posts
    2,681
    Character
    Jessa Marko
    World
    Adamantoise
    Main Class
    Machinist Lv 100
    Quote Originally Posted by Gaiinahat View Post
    They should cut it down to 10 minutes. After 10 minutes, it turns into a battle of attrition, and just drags on and on.
    My feeling is since they reduced the win condition for Shatter all three maps time reasonably. Some games do drag, but others feature entertaining comebacks. Mid on Onsal can become a quagmire, but that's because people play it wrong IMO.
    (3)

  3. #3
    Player
    Valence's Avatar
    Join Date
    Oct 2018
    Posts
    3,947
    Character
    Sunie Dakwhil
    World
    Twintania
    Main Class
    Machinist Lv 100
    10min is too short for frontlines. It's what you get when a team flattens everybody 1600 to 0 and 0. You barely get 2 engagements and it's over.
    (5)

  4. #4
    Player
    Eastwall's Avatar
    Join Date
    Jun 2023
    Posts
    633
    Character
    Jumpshot Tryhard
    World
    Excalibur
    Main Class
    Astrologian Lv 100
    Just pretend you got gaius in msq roulette. frontline do give a lotof xp for how little effort you need to put into it. 20min is fine. I did do testing. The xp you get is inbetween livia and gaius.
    (0)

  5. #5
    Player
    AnotherPerson's Avatar
    Join Date
    Mar 2020
    Posts
    1,205
    Character
    Cain Andleft
    World
    Malboro
    Main Class
    Red Mage Lv 100
    Quote Originally Posted by Mawlzy View Post
    My feeling is since they reduced the win condition for Shatter all three maps time reasonably. Some games do drag, but others feature entertaining comebacks. Mid on Onsal can become a quagmire, but that's because people play it wrong IMO.
    Funnily enough mid on Onsal is actually a great place for teamwork and tactical strategy to outshine individual player skill. It's one of the nodes where less-skilled teams doesn't necessarily have to beat more skilled teams to win due to the many win conditions that node suddenly creates when it spawns. The Quagmire can sometimes be caused intentionally by other alliances for that very reason.
    (5)

  6. #6
    Player
    Mawlzy's Avatar
    Join Date
    Sep 2023
    Posts
    2,681
    Character
    Jessa Marko
    World
    Adamantoise
    Main Class
    Machinist Lv 100
    Quote Originally Posted by AnotherPerson View Post
    Funnily enough mid on Onsal is actually a great place for teamwork and tactical strategy to outshine individual player skill. It's one of the nodes where less-skilled teams doesn't necessarily have to beat more skilled teams to win due to the many win conditions that node suddenly creates when it spawns. The Quagmire can sometimes be caused intentionally by other alliances for that very reason.
    Indeed, putting Mid on hold with part of the team while the rest are scooping up B-ranks is effective. Wish more of these overbearing commanders would add it to their playbook.
    (1)

  7. #7
    Player
    Reinhardt_Azureheim's Avatar
    Join Date
    Oct 2017
    Posts
    2,570
    Character
    Reinhardt Azureheim
    World
    Alpha
    Main Class
    Dark Knight Lv 100
    Quote Originally Posted by AnotherPerson View Post
    Funnily enough mid on Onsal is actually a great place for teamwork and tactical strategy to outshine individual player skill. It's one of the nodes where less-skilled teams doesn't necessarily have to beat more skilled teams to win due to the many win conditions that node suddenly creates when it spawns. The Quagmire can sometimes be caused intentionally by other alliances for that very reason.
    Seconded. While it has been quite some time back in Feast era job kits, I did such a thing holding nearly two full alliances trying to capture middle pretty much on my own and with an occasional bystander to use Nascent Flash on.

    Basically just rotated AOE combo for Mythril Tempest lifesteal and used Nascent Flash + Inner Release/Retaliation to be quasi unkillable while it was up and kept using AoEs to interrupt the capturers. Alliance commander was mad that he still saw ally marks on mid but it was basically just me. :P

    Ended the match with one death, ~600k dmg taken (old tank HP was 20k) and our team had one massive point lead from capping all the B and A nodes.
    (0)

  8. #8
    Player
    VictorSpoils's Avatar
    Join Date
    Mar 2022
    Posts
    898
    Character
    Victor Spoils
    World
    Coeurl
    Main Class
    Blue Mage Lv 80
    Quote Originally Posted by Valence View Post
    10min is too short for frontlines. It's what you get when a team flattens everybody 1600 to 0 and 0. You barely get 2 engagements and it's over.
    That's more like 7 minutes. 10-12 is closer to average and more preferable to 15-20 if you're just trapped in a loss, which is very often so long as there are three teams.
    (1)