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  1. #31
    Player
    Commander_Justitia's Avatar
    Join Date
    Aug 2013
    Posts
    1,101
    Character
    Ash Primordial
    World
    Phoenix
    Main Class
    Paladin Lv 90
    With the last patches I just say - I like role actions, the battlehigh change to reward assists leads to mainly range dps being used - making melees weaker - especially those that do not have cc, or instant death LBs, while having the highest minus dmg multiplicator in frontline...
    I still actively avoid shatter, too much crystal hitting, no real PvP value.
    Secure feels limited by old design, the capture mechanic is just outdated and doesn't make it interesting defending something. Maybe the key locations should "upgrade" over time from a C to S location, making it more valueable to get points from, and at the same time desired to defend. Instead of +5 it will give +10, +15, +25 on S each tick. So even in late game, you still hold base with a +25 tick, and can win somewhat easier than 2 alliances ganging up on you, while they all have fresh C locations that only give +5 each for the next 30s.
    (2)

  2. #32
    Player
    Valence's Avatar
    Join Date
    Oct 2018
    Posts
    3,947
    Character
    Sunie Dakwhil
    World
    Twintania
    Main Class
    Machinist Lv 100
    Quote Originally Posted by Atreus View Post
    That is like, your opinion. It's PvP. The replayability is the situations people put you in.
    Only partially, especially in FLs because FLs turns into a zerg where crowd movements tend to always follow the same script. I have played old Secure, it was exactly like this, with the exact same patterns every time. This isn't a hazard that current Shatter also always plays the exact same no matter what. There is some replayability in the fact that yes, at the micro level you'll move differently which is already a huge gain compared to the pve we're getting, and if that satisfies you, then that's great for you. I however see zero negative with having adjustment and some rng at the macro level to shake the script and change macro patterns. This is what makes Seal Rock and Onsal better to me.

    So I do indeed stand by that opinion.
    (2)

  3. #33
    Player
    Divinemights's Avatar
    Join Date
    Jul 2016
    Posts
    2,039
    Character
    Altria Pendragons
    World
    Leviathan
    Main Class
    Ninja Lv 100
    Quote Originally Posted by Valence View Post
    Only partially, especially in FLs because FLs turns into a zerg where crowd movements tend to always follow the same script. I have played old Secure, it was exactly like this, with the exact same patterns every time. This isn't a hazard that current Shatter also always plays the exact same no matter what. There is some replayability in the fact that yes, at the micro level you'll move differently which is already a huge gain compared to the pve we're getting, and if that satisfies you, then that's great for you. I however see zero negative with having adjustment and some rng at the macro level to shake the script and change macro patterns. This is what makes Seal Rock and Onsal better to me.

    So I do indeed stand by that opinion.
    Isn't this best demonstrates this type of thread to suggest ban a certain mode is absurd, pointless, and no developers will consider this as feedback?
    If you like a mode, in your eyes everything will be merits to you; but that do not applies to everyone
    This is sole reason Frontline modes on a rotation where everyone get their own day to enjoy
    You can sugar coating Seize or me sugar coating Secure; we would never reach an agreement because we are on polar opposite; and community is on polar opposite
    Again, what is the point of this thread?
    If it is the day of mode you don't like, just go play something else instead force down everyone's throat
    (1)

  4. #34
    Player
    Valence's Avatar
    Join Date
    Oct 2018
    Posts
    3,947
    Character
    Sunie Dakwhil
    World
    Twintania
    Main Class
    Machinist Lv 100
    I don't hate secure (I hate shatter) but I definitely do agree on that.
    (1)

  5. #35
    Player
    Mawlzy's Avatar
    Join Date
    Sep 2023
    Posts
    2,683
    Character
    Jessa Marko
    World
    Adamantoise
    Main Class
    Machinist Lv 100
    Quote Originally Posted by OliviaLugria View Post
    Shatter got the new map and it was perfect, then they kept modifying the rules to the point where pvp’ing in the mode actively hurts your chances of winning.

    The new additional actions only make it worse
    I read your guide on this point and it conformed to my experience.

    One can argue whether PvP should contain any PvE elements (I personally like objective-based PvP, just not having to hit objects and/or have objects fire back). But when a combination of map design and spawn patters leads to an optimization that discourages PvP, something has clearly gone badly wrong.
    (3)
    Please quit telling me to unsubscribe; I already have.

    Proletarier aller Länder, vereinigt euch! Ihr habt nichts zu verlieren als eure Ketten.

    #NeverForgetMao

    Vive la résistance!

  6. 05-10-2025 09:05 AM

  7. #36
    Player
    MisterNublet's Avatar
    Join Date
    Oct 2020
    Location
    Gridania
    Posts
    410
    Character
    Autechre Voidmoon
    World
    Midgardsormr
    Main Class
    Sage Lv 90
    Quote Originally Posted by Aidorouge View Post
    I don't know if I'd call it the "worst" (subjective and all that) but I would certainly consider Seize my least favorite map because it's the one I see the most consistently bad callouts and commanders on
    Seize (and Onsal) are the only two maps that "need" commanders because of the nature of the maps with random node spawns.

    Shatter and Secure plays the exact same every match because they're PvE maps masquerading as PvP modes.

    I'd rather deal with the off chance of getting trash commanders on my team in Seize/Onsal than deal with trying to tell 23 other players to hit the middle ice first before going after our natural ice, then watching as 20 people run to the natural ice anyway because there's zero chance of PvPing there.

    and seems to be the map most favored by AFKers and padders because it favors their antics, like "defending" nodes that don't need defending, or farming north team no matter what the scoreboard says.
    Players that AFK on Onsal and Seize are the easiest Lethargic Gameplay reports because there isn't any PvE, thus, no "Damage to Others" they can hide behind.

    Mind you, none of the other maps are perfect either, but Seize never ceases to frustrate me no matter if I play it on Aether or Primal.
    CBU3 has trained players to play a memory game. No thinking required, just need to remember where to stand.

    Players may look good, like they're playing as a team, on Shatter and Secure because a majority of them are simply following the fight script.

    That goes out the window with the random elements in Seize and Onsal. A vast majority of the player base struggles when critical thinking (or any thinking for that matter) is required.

    They struggle to make any decisions for themselves and end up running around like headless chickens.
    (7)

  8. #37
    Player
    Exmo's Avatar
    Join Date
    Nov 2024
    Posts
    577
    Character
    Exterior Motive
    World
    Raiden
    Main Class
    Dancer Lv 100
    No thank you
    (0)

  9. #38
    Player
    Commander_Justitia's Avatar
    Join Date
    Aug 2013
    Posts
    1,101
    Character
    Ash Primordial
    World
    Phoenix
    Main Class
    Paladin Lv 90
    You can kick down and instant kill lalafell from the top platform, secure frontline is clearly superior over all other modes. I wish I had mithril tempest warrior aoe knockback from 2.x, good times
    (0)

  10. #39
    Player
    echo78's Avatar
    Join Date
    Aug 2016
    Posts
    63
    Character
    Echo Skyla
    World
    Siren
    Main Class
    Warrior Lv 100
    Shatter is an awful map and secure is somehow even worse. Both should just be permanently deleted. They exist for people that don't want to actually PVP and definitely aren't designed to be fun. Garbage maps. Both reworks completely failed. Its a tragedy that these maps hold frontlines hostage every other day.
    (5)

  11. #40
    Player
    Teno's Avatar
    Join Date
    Jul 2014
    Posts
    858
    Character
    Teno Gestalt
    World
    Moogle
    Main Class
    Sage Lv 100
    Quote Originally Posted by Valence View Post
    Only partially, especially in FLs because FLs turns into a zerg where crowd movements tend to always follow the same script. I have played old Secure, it was exactly like this, with the exact same patterns every time. This isn't a hazard that current Shatter also always plays the exact same no matter what. There is some replayability in the fact that yes, at the micro level you'll move differently which is already a huge gain compared to the pve we're getting, and if that satisfies you, then that's great for you. I however see zero negative with having adjustment and some rng at the macro level to shake the script and change macro patterns. This is what makes Seal Rock and Onsal better to me.

    So I do indeed stand by that opinion.
    The crowd movements don't really matter as an individual, you can single out enemies from crowds and this is partly where the fun comes from. Plus crowds as you mentioned them vary greatly from game to game.
    Also the node rng allows diversity.
    (0)

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