Not sure if anyone post this, but Secure for 7.2 possibly:
Source: https://ff14net.2chblog.jp
Not sure if anyone post this, but Secure for 7.2 possibly:
Source: https://ff14net.2chblog.jp
It was shown in the most recent live letter, and confirmed to return in 7.2 "with various improvements". Afaik no further details on what those improvements entail.
It's rather depressing how little reaction there's been to these boards to the announcement this map is coming back, but I understand it. FL regs have completely lost faith in the PvP dev(s).
Vive la résistance!
Finalement, Boucles d'or goûta le porridge dans le bol de Bébé Ours. "Miam Miam, ce porridge est parfait!" dit-elle, et elle mangea le bol entier de porridge.
It is because majority of casuals do know how to play Secure
Horde stampede do nothing on this mode
I mean, Scatter 1.0 (HW) was already generally considered the worst FL map, but seeing what they did to it not once but twice, I'm inclined to be extremely skeptical on what we're actually going to get with Secure 2.0...
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.
Last edited by Bonoki; 02-28-2025 at 06:08 AM.
99.99% chance probably a Titanman alt
I'm not expecting much from this map. Everyone is just going to heavy focus objectives as usual, especially the stuff that spawns in the middle. The only thing I am expecting is height change since many was complaining about being knocked from the middle. Maybe a reduction in the score needed to be earned as well since after many changes later games were going to time. If the monolopy strategy is still going to be a thing for this upcoming secure it is more than likely going to be lost and buried within the casual crowd that's going to put majority of their focus on mid. It's not like this was a thing to begin with, and the very few times I did managed to pull this off only added dissatisfaction with that strategy since the team was left to get farmed 5 minutes in with the games finishing before time. Imagine you and another team being at 400 points while the 3rd party is already sitting at 1000 at 5 minutes.
Maybe the map creation concept changes did start with Hidden Gorge, but everything right now is just being "Onsal"-fied.
That wasn't a common strategy at all to me. I only had the priviledge of seeing this twice. Once in Stormblood where I was introduced to frontlines. That quickly got abandoned the moment the team got the lead only to be farmed by the other 2 teams for the remainder of the game costing them the win. Another during Shadowbringers where a group of people decided to queue synced in the casual games. While my entire party quietly got fed from following the strategy the game was for naught as the entire game was filled with bickering between the queue syncers and the casuals. If this was a thing I don't ever see this type of strategy coming back in North America.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).
This was a thing back ARR and HW. But once mount speed upgrades came in, Battle High got added, and they threw in those stairs at Manors, Markets, and Temple; that’s when the zerging took over. Before all that, travel time and positioning mattered—you had to think about where you were going and how to engage. But with faster mounts, Battle High rewarding kill streaks, and easier ways to get around, fights turned into nonstop stampedes. It stopped being about smart plays and became a numbers game—whoever could throw more bodies at an objective the fastest with better job choices usually won. Even the earliest versions of Seal Rock had Alliances splitting off to take different nodes, but we don't do that anymore. I think another significant change is the job balance itself. Previously, you could One-Man-Army objectives and handle alliances solo, but going off alone these days is a death sentence.
Last edited by Bonoki; 02-28-2025 at 09:57 AM.
99.99% chance probably a Titanman alt
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