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  1. #11
    Player
    RubyScarlett's Avatar
    Join Date
    Dec 2013
    Location
    Limsa Lominsa
    Posts
    286
    Character
    Ava Rose
    World
    Behemoth
    Main Class
    White Mage Lv 90
    Agree with a lot of the feedback in here already. Additionally, I hate the mammets. With a passion. From a controller point of view, it's what my game wants to default select. Even if there's an enemy with most of his limbs dangling off his body, limping away 2 yalms in front of me that game says 'Oh hey, how about you select this mammet instead?'. Give me a way to hide them, or just remove them completely. Add them to targeting filters or something.

    I'm also disappointed that there are no achievements for player kills in this mode and that player kills here don't add onto the Slaughterhouse/Hand of Mercy titles. I understand why there isn't, because in a mech, you can rank up high player kills/dmg numbers easily. But everyone wants to pilot the mechs or nothing and that gives little incentive to the PVP nature. I wish there was more actual Player VS Player benefits rather than Mech vs Mech/Towers.

    Also, if someone on your team or the opposing team is in a mech, their name should change to reflect that. Targetting an enemy controlled mech still reads as their job, and on a battle field cluttered with so many other things (curse you mammets), it's hard to know if you've selected an actual opposing enemy or the opposing enemy in the mech. Again, more of an issue for controller/console users.

    Once you get the hang of what things do, it's a pretty fun mode. Though I think it could benefit from a tutorial when you unlock Rival Wings - even just to explain about the Soaring buff or the CE. It is possible to zerg still, and hella satisfying when you manage it.
    (1)

  2. #12
    Player Isala's Avatar
    Join Date
    Jun 2014
    Posts
    866
    Character
    Isala Zuntrios
    World
    Adamantoise
    Main Class
    Blue Mage Lv 80
    Quote Originally Posted by RubyScarlett View Post
    But everyone wants to pilot the mechs or nothing and that gives little incentive to the PVP nature. I wish there was more actual Player VS Player benefits rather than Mech vs Mech/Towers.
    Gonna actually have to disagree with you on that one. Been running a light party with some friends of mine, using a 1/1/2 comp to harass/chase players off and damage towers. Sure, you don't get the huge chunks of HP flying off, like you do when an oppressor hits it, but when your party already has your two ops out, you're limited to a CC, and might as well stay on the ground for the most part, since CC will do less damage to a tower than a player can, and also cannot heal. You can have a light party park itself on an enemy tower, and refuse to yield, racking up damage until more than a handful of players come to stop you, which also pulls them away from the lane you have your mechs rolling down.
    (1)

  3. #13
    Player
    StomMeisie's Avatar
    Join Date
    Nov 2017
    Posts
    15
    Character
    Pancakes N'bacon
    World
    Lamia
    Main Class
    Dragoon Lv 70
    the mechs feel very disposable

    you lose em when you get em and you have a new one ready right away
    (0)

  4. #14
    Player
    Praesul's Avatar
    Join Date
    Jan 2014
    Location
    Ul'Dah
    Posts
    365
    Character
    Praesul Presul
    World
    Balmung
    Main Class
    Warrior Lv 100
    Minions need a big buff IMO. They're basically a non-entity. They can be completely ignored all match and it makes no difference, the only benefit is that they grant ceruleum on kill which is nice but you could just pick up tanks or control mid instead.

    In a traditional moba if you ignore minions, they amass in huge waves, taking down structures on their own. I feel like it'd add an extra layer of depth if minions dealt more damage to towers so as to incentivize killing enemy minions so yours can push, and to give teams something to worry about if they're not defending, lest they allow a huge wave of mammets to backdoor their towers or core.
    (4)

  5. #15
    Player Magic-Mal's Avatar
    Join Date
    Jun 2016
    Location
    Gridania
    Posts
    1,589
    Character
    Malina Loma
    World
    Gilgamesh
    Main Class
    Bard Lv 90
    I think it would be great if they added the Gobwalker as a vehicle to use. A support vehicle that stuns, pulls people, does okay damage, higher mobility, and easy to destroy(15-20kHP?). For maybe 25 CE and able to have 4 in the battlefield.
    (1)
    Last edited by Magic-Mal; 11-23-2017 at 04:18 AM.

  6. #16
    Player
    Mirch's Avatar
    Join Date
    Jun 2014
    Location
    Gridania
    Posts
    810
    Character
    Mirchea Luslec
    World
    Odin
    Main Class
    Conjurer Lv 70
    Quote Originally Posted by Cidel View Post

    1) Non-mech players are more important than people seem to think. Of course, that depends on how productive said player is. If they're going to be constantly attacking some random tank when the enemy has like 2 healers near-by and a mech or two, then no, they're fairly insignificant. But players are actually very dangerous to Chasers and Oppressors. All it takes is one fairly focus ranged DPS to stay on a Chaser and unless the Chaser wants to be dead within the minute, they need to respect even that just 1 DPS and back-off. Especially since Chasers have no real defense against 1 highly mobile player.
    I had a lalafell in white and green glam that went hunting down cruise chasers, 10 stack soaring full match and no chaser of enemy team lived long enough to see the end match
    (0)

  7. #17
    Player
    ThirdChild_ZKI's Avatar
    Join Date
    Jan 2014
    Posts
    3,229
    Character
    Lace Valeria
    World
    Jenova
    Main Class
    Machinist Lv 80
    I too have made myself a bit of a high threat now, ranging Chasers or complicating their targeting by getting in close. I can't stress how important it actually is to have ground forces to help against enemy mechs, but a good amount of awareness and active, high offense is just as important.

    Quote Originally Posted by Magic-Mal View Post
    I think it would be great if they added the Gobwalker as a vehicle to use. A support vehicle that stuns, pulls people, does okay demand, higher mobility, and easy to destroy(15-20kHP?). For maybe 25 CE and able to have 4 in the battlefield.
    This is a great idea!
    (0)

  8. #18
    Player
    silverlunarfox's Avatar
    Join Date
    May 2015
    Location
    Shirogane
    Posts
    1,036
    Character
    Loki Lux
    World
    Lamia
    Main Class
    Gunbreaker Lv 80
    Quote Originally Posted by Magic-Mal View Post
    I think it would be great if they added the Gobwalker as a vehicle to use. A support vehicle that stuns, pulls people, does okay demand, higher mobility, and easy to destroy(15-20kHP?). For maybe 25 CE and able to have 4 in the battlefield.
    I love this mode as is honestly. It works as intended and its strategy is sound. Communication is really the key to winning when it comes to calling out enemy forces and the like. The only thing I am meh on is the Soaring. But other than that, I see zero issues. However I like the idea above. I'd like to see more of a cc mech as well that can hinder enemies better.

    They also need to adjust the targeting in this mode.
    (0)

    "Within each of us, the potential for great power waits to be released."

  9. #19
    Player
    ThirdChild_ZKI's Avatar
    Join Date
    Jan 2014
    Posts
    3,229
    Character
    Lace Valeria
    World
    Jenova
    Main Class
    Machinist Lv 80
    Double posting to share something from a reddit conversation regarding healers in RW, and how they're just a bit overtuned:

    I've been noting that healers are just a bit overtuned for some time now. Bear with me on this one:

    MCH Shots with ammo: 1250, 1500, 1750 for a total of 4500
    DRG Wheeling Thrust Combo (JUST the combo): 500, 1000, 1250, 1250 for a total of 4000
    SAM Meikyo spam (to build to Midare): 1250, 1650*, 1650 for a total of 4550 (1650 is implying you applied Yukikaze's 10% damage up on the enemy first).

    WHM (for example)
    Cure I: 2500, Cure II: 5000, Regen: 1500 every 3 sec for 15 sec (5 ticks)

    Cure I more than outheals any single hit in a combo, and Cure II easily outheals a full combo. This would be hell for any job without a notable burst like MCH. At best, I can proc a Heated Clean Shot, apply Wildfire then "burst" with Stun Gun (1000), BTE (2000), then the HCS (1750), with the WF exploding for 2000 (rounded up) for a total of 6750. . . One Cure II and a Regen applied would just wave that off with a combined 6500 heal. And that's raw. Apply a Protect and that 20% less. Apply a Benison and that's mostly just absorbed. Safeguard is another 25% less. THEN there's still the 1500 Assize heal and Benediction in a pinch.

    And that's just in a one on one. I've seen WHMs survive a 4 on 1 assault from a decent mix of other jobs. . . TFW healers are better tanks than tanks are in PvP now :/
    As an addendum, this is all before the Soaring buff too.
    (3)
    Last edited by ThirdChild_ZKI; 11-23-2017 at 12:57 AM.

  10. #20
    Player RiyahArp's Avatar
    Join Date
    Oct 2017
    Posts
    1,471
    Character
    Riyah Arpeggio
    World
    Exodus
    Main Class
    Scholar Lv 90
    Here are some observations.

    -The mode is very busy and it's nice, but I worry about long term appeal since there is no real randomness. You go to mid, then you do the arms race of towers, then you either stall out in a stalemate and win on time, or you get the core due to the other team not playing well. There are no random factors in the match which can add interest. Everything is in the same place and acts the same way.
    -There should be a colored box or outline in the alliance list for each player in a mech, to single them out. You don't need it in party, as you can see their HP, but in the alliance list you can't.
    -Does this mode scale down? What happens when interest subsides in it? Can it be done with 24 players?
    -Mammets should not fight other mammets, it lets you ignore them too easily.
    -BIG issues is that it is massively overbalanced for ranged jobs, namely SMN and BRD, that have mobility but no cast times. Many matches have them as the majority of DPS, along with RDM which is similar.

    It's a fun mode overall, and the map is one of the best designed in the game.
    (2)
    Last edited by RiyahArp; 11-23-2017 at 01:18 AM.

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