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  1. #6
    Player
    Bonoki's Avatar
    Join Date
    Apr 2019
    Posts
    691
    Character
    Phoebe Iris
    World
    Balmung
    Main Class
    Dark Knight Lv 60
    My reaction to the Secure 2.0 changes is pretty meh—honestly, it’s more like Secure 3.0 or 4.0 at this point, given how many revisions this map has had. And the reason I feel this way is that it looks like it got the Shatter treatment. The bigger center makes it harder to knock people off, and the jump pads—going from mid to the corners and vice versa—just reduce the travel time on the ramps. All this will do is create an even bigger zerg-fest, where players stampede toward objectives with minimal downtime.

    Back in the day, Secure had a flow: Alliance A went left, B went mid, and C went right. (I blame the mount speed upgrades within PvP for this). Now? It’s just a chaotic mess; the jump pads might make that even worse. There’s no real room for strategic deviations—leaving your alliance for any reason is practically griefing. Even if you steal a base, a reviving enemy will recover it quickly. (I hope I'm jumping the gun with projections here).

    And what’s the incentive? Unlike the other three Frontline maps, Secure doesn’t offer a mount or glam reward for winning 100 times. In my opinion, It’s the worst of the four, even worse than Shatter. Sure, I was never a fan of the premades camping ramps with knockbacks and draw-ins to send people flying all match long, but at least that added some level of interaction. I'm worried this version will become a mindless rush with fewer ways to play around it than it already was.
    (1)
    Last edited by Bonoki; 02-28-2025 at 06:08 AM.
    99.99% chance probably a Titanman alt