Quote Originally Posted by Divinemights View Post
It refers to unpredictable pattern on how tome spawn and this is what makes it the true worst Frontline mode of all time.
Predictability is the bane of this game and a total detriment to any serious replayability. This is the very reason Seize has always been my favorite by a mile and it works quite well. Wish they rebalanced the spawns though.

Quote Originally Posted by Divinemights View Post
Until they forced mode rotation, this is why Seize never pops after Shattered is introduced (while Secure is still pops for 24 men mode)
Seize popped all the time back then and I was still playing on NA.

Quote Originally Posted by Divinemights View Post
The sole reason SE made improved version in which is Onsal Hakir but nevertheless it still has RNG spawn issue, but because of map setup, it is bearble.
Onsal is a watered down copy where they removed most tactical aspect to any decision teams can make. Flanking is barely possible most of the time as well.
The only superior thing to Seize is node control, but Seal Rock's would be much more bearable if it didn't trickle down for so long. It was obviously designed for a time where splitting forces was encouraged, but it's only been about blobs since Stormblood which renders the whole idea moot.

Quote Originally Posted by Divinemights View Post
New Shattered on other hand spawn timer is patterned and predictable.
No adjustment needed, no brain required, just hit predictable dummies.