Barely didn't win, but jesus I dropped a caster LB2 on at least 7 people. I can think of worse ways to cap last few tomes for the week. Praise to all the retarded tanks who let me keep spamming fire forever.
Spoiler: show
Barely didn't win, but jesus I dropped a caster LB2 on at least 7 people. I can think of worse ways to cap last few tomes for the week. Praise to all the retarded tanks who let me keep spamming fire forever.
Spoiler: show
How many of you PvPers don't mind one map for Seal Rock and how many of you do? It's one of the main reasons I'm bored of it.
I don't mind it. To me Seize Rock is way better than Slaughter/Secure because of that smaller, tighter map. Its asymmetrical in its design, doesn't offer a huge advantage to one GC over another, and rotates your spawn point.
There's enough variety from the design of the island to tide me over. But then again I'm someone who'll hop on a 24 hour 2fort Team Fortress 2 server.
it's good for accumulating law/eso at the same time and not being forced to do dungeons. in general i can't stand dungeon running to get my weekly caps done, but i'll play pvp. this time around is an exception as i just don't care enough about the game to even be logged in, so dungeons are more efficient to cap.
but if you are around a lot and wanna do something different to cap, as well as get your pvp rank up (and pvp gear) then you'll be busy for months with it.
I'd recommend playing games with better PVP.
The map has problems but I do think it's much better designed than the old Secure/Slaughter map. It feels a little less zergy (Slaughter was all zerg all the time and Secure boiled down to constant 8v16s in which the numbers always win) and has a bit more variety to it, and even though some spawns are a little more favourable than others the actual terrain itself is significantly better. The random junk and walls around the points in the old map were a fucking nightmare to deal with, it was way too easy to kite people and constantly LOS them due to the clunky combat in this game.
Caves has a slight advantage over south, but it's less of a factor than node RNG. Both are very winnable; the cliff+other node bottleneck spawn is as good a combo as anything in caves.
North is just bad and it's hard to win there even with good node spawns. In order to win from the north spawn, you basically need one of the other GCs to be pants-on-head and just throw themselves at the third GC no matter what the score is.
Well I was discussing possibilities with a friend and there's so much stuff they could do with other maps.
Look at the awesome last third of Halatali HM, where you take on other parties like in a PvP match. They could easily have Halatali maps for Wolve's Den and Seal Rock, with the Vulnerability Up spike ball debuffs and activatable winches to open/close paths.
They could have Heavensward maps requiring flying mounts even, maps that have ads, I really want to see an urban map, like imagine taking nodes across Ishgarde or something.
meh.
meh, i hate arenas that try to troll you and throw even more rng and confusion into the mix. kind of why i hated brawl so much on the wii. in a pvp game i wanna fight the player, not the map lol
Any outpost where they have enough soldiers for a training exercise would work. Or any sufficiently geographically interesting area. Floating City west of Camp Overlook. Moraby Drydocks (a bit silly considering it's right next to Wolves Den but whatever). Section off a portion of the woods in Central or South Shroud. Central Thanalan has a nice little bit of cave systems all over the place.
Just, if we don't have a big reason to explore the world you can just have a reason for us to remember it. Make notable landmarks into instance locations so it leaves an impression. Then when/if you pass by it in the non-instance you can realize "oh man I remember this".
If you want just flat maps with interesting backdrops, there's plenty of that too. Any of the cool lighthouses in La Noscea. That cool tree in Shroud. Parts of Snowcloak. Primal arenas within reason. etc. Boats, airships, those little rest areas in Alex/Coil. Tons of cool backdrops that you only see for like 5 seconds. Nothing new needs to be designed.
I'm just surprised that Seal Rock has none of the creep-analogues that Borderland Ruins had. I think we'll see a return in the next PvP update.
I look back at places like Moraby and I can't help but wonder "why did you bother making this place so big and detailed".
Like, there's even indoor areas that are a really nice, detailed customs house with NPCs and all.
There should have been a goddamn retainer bell and market board at some of these camps, I'd hang out there any day over the 1 fucking retainer bell in Ishgard.
(my default "doin-nothin" area is actually the FC house but you get the point)
I legit didn't know a lot of the houses in Moraby were enterable until we were dicking around after treasure maps and stuff... In 2.55.
Any tips for playing Paladin in PvP? Or is it really just, "Wanna be a Tank? Pick WAR"?
Don't enjoy playing either in PVP, but I'll take Stun over Fell Cleave any day
I'm liking AST in PVP, but I really wish there were better metrics for what you're doing as a healer besides overhealing and not dying. I'm always looking 'useless' on the scoreboard. Implement a god-damn assist system already so I can get credit for kills or some shit for my achievements.
Node occupations.
Or you could just be content with plain old wins.
Just do what I do. Yell at your screen everytime you save a motherfucker from getting killed.
Or switch to DPS, get mad that healers suck and switch back.