Matches ran long because:
- People were new and generally didn't know what to do.
- People overfocus the wrong objectives at the wrong times.
- People are content to ride out the clock if they have the lead.
When a team focuses and pushes objectives, and maintains offensive pressure and momentum, you'd be amazed how fast wins happen.
That said, I'd like to point out the part above where it says cannon damage was increased and range decreased vs the patch notes saying cannon damage was reduced from 6000/600 to 4000/400. Which one is correct?
From the matches I've done today, it's just as some of the people here predicted: Now we have healers bum rushing the core and constantly healing mammets, netting an easy win for their team.
Not surprising. A single healer can outheal 2-3 dps on a mammet without much issue. Cannons now having a more difficult time killing healers means there's no easier way to deal with the army of them running at your core.
I'd suggest making it easier for the generator to get to a neutral state, by shortening the cast time on it for de-activating. It'd make it harder for healers to defend the generator, especially since they have cast times on their attacks.Power Generators
This is in regards to the power generators, which are placed in the center of the map. Since the power generator greatly affects the match, we’re considering adjusting the amount of ceruleum they produce. We’re also considering to see if it would be possible to make improvements to the rules to add a bit more challenge, especially around the center of the map, around the power generator.
Yea now that ive played it I feel the cannon adjustments were unnecessary. Decreased range sure, but decreasing damage on top of it is salting the earth. If you can have one healer just sitting there on the edge nuking you the whole time it takes like 4? hits to bring them down now more then enough time to cast a heal and just keep at either nuking the person on cannon or doing formula 1 races with mammets.
I'd think the opposite, the roles are getting confusing or rather switched. Healer is the new offensive role with mechs and mammets on their tow, dps is the defensive role slowing them down, and tanks.. I tried drk, surprisingly enough took 26% of a BJ before killed...
^This. It's not really any faster, and as said above, it's just matter of time before the roles are adjusted with this new mix for both sides.
healers were underpowered, they needed to make it easier for a healer to solo a person on a cannon.Yea now that ive played it I feel the cannon adjustments were unnecessary. Decreased range sure, but decreasing damage on top of it is salting the earth. If you can have one healer just sitting there on the edge nuking you the whole time it takes like 4? hits to bring them down now more then enough time to cast a heal and just keep at either nuking the person on cannon or doing formula 1 races with mammets.
I'm glad I got my 100 win achievement before this patch was implemented. I haven't tried it today with the new changes, but this sounds even worse. Is SE even playing their own game or even listening to what players are trying to tell them of what is so out of whack with this pvp mode?
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