they could give healers a 10% potency debuff for every other healer in spell range up to 30%, and/or give some classes healing reduction abilities that last longer than 2 seconds
they could give healers a 10% potency debuff for every other healer in spell range up to 30%, and/or give some classes healing reduction abilities that last longer than 2 seconds
Problem is it doesn't take 10 people to hold it, it just takes 3 healers. It would take a sizable force to get it back. Meanwhile, opponents mechs run rampant with less opposition.
Second of all. If 10 players from your opponents are in the middle protecting the generator, just ignore it. That's 41% of the enemy force all in 1 location away from anything else. Almost half of the opponents. This means you have so much space collecting CE tanks and pushing lanes.
I do think groups need to learn how to cope with not claiming the middle. Early on, that can probably still be overcome. Too many matches if we don't get the middle right off the bat, people start going "GG" If groups want the middle that badly, they need to commit to it. Prior to the match starting, everone is saying "go middle" I go middle, and there are 2 of us there against an entire alliance. We then get slaughtered.
If there are 3 healers in mid, send 7 people to just capture middle and then leave 3 healers behind to protect it. You can even manage with less than 7 people if some opponent healers target the same person.Problem is it doesn't take 10 people to hold it, it just takes 3 healers. It would take a sizable force to get it back. Meanwhile, opponents mechs run rampant with less opposition.
I do think groups need to learn how to cope with not claiming the middle. Early on, that can probably still be overcome. Too many matches if we don't get the middle right off the bat, people start going "GG" If groups want the middle that badly, they need to commit to it. Prior to the match starting, everone is saying "go middle" I go middle, and there are 2 of us there against an entire alliance. We then get slaughtered.
And I've had matches where opponents have held middle for 90% of the match and we still managed to get mechs out fine.
Also the problem: the meta get mid or loose is false. the correct meta is try to get mid or and if not get CE asap, now its true if a team control mid and CE this is a loose for sure.
you should have someone on your team assigned to collect CE, one to play mechs
But its easier to say Healer is OP maybe.
So you can tell, but this is solo queue players don't read the chat, yeah, and its not a healer problem.
What you asking about healer is just bad. the Only way to balance team is to have the same amount of healer in each alliance. Since you are free to role anything team its not balanced. Reducing heal potency will not affect the fact 4 healers olding the mid will be hard to get down with few people. Because its not possible thats all.
Last edited by kensatsu; 11-26-2017 at 10:59 PM.
Everyone whos serious about playing Rival Wings understands mid isnt everything and contesting mid all game will grant you a very fast loss. The issue is that Healers are absolutely broken and stacking them leads to an absolutely unreasonable amount of dedication and resources to get rid of, regardless of whether they're camping mid or just running amok in frontlines because they know if more than one of them are there then they're basically invincible.
They are hard to kill, but what can they accomplish? Put a group of 5 healers against 5 DPS. The 5 healers won't be killed unless the 5 DPS can work together and do all their bursts at the same time and on a target the healers weren't already trying to heal up. But even if the 5 DPS don't kill the 5 healers, so what? What are these group of 5 healers that do 1000 damage each every 2.5 seconds going to accomplish? And these healers can't even keep up that 1000 damage every 2.5 seconds if they need to stop and heal up.Everyone whos serious about playing Rival Wings understands mid isnt everything and contesting mid all game will grant you a very fast loss. The issue is that Healers are absolutely broken and stacking them leads to an absolutely unreasonable amount of dedication and resources to get rid of, regardless of whether they're camping mid or just running amok in frontlines because they know if more than one of them are there then they're basically invincible.
In the short time Rival Wings has been out I've seen.
3 Healers holding Gen all match.
5 Healers pushing back an entire lane then standing outside of cannon range picking off anyone going out.
Emptying TP+popping Enliven and running out of TP AGAIN without even scratching a SCH. I then die to Broil spam.
They also laugh in the face of all mechs.
Hell, 5 players likely aren't going to take out all of them before THEY get reinforcements if they're rotating heals properly. Healing potencies or MP costs need to be tweaked slightly. If I didn't already try playing them, I would believe they have near infinite MP.
The issue isn't damage, it's how unbelievably futile it attacking a single one of them without having someone with stuns. It's not to say they should be as easy to kill as a melee DPS in an open field but I do not feel it's balanced ATM.
Thing is, they CAN stop and heal up, where a DPS cannot. So effectively, only one side is making forward progress even if by a little.They are hard to kill, but what can they accomplish? Put a group of 5 healers against 5 DPS. The 5 healers won't be killed unless the 5 DPS can work together and do all their bursts at the same time and on a target the healers weren't already trying to heal up. But even if the 5 DPS don't kill the 5 healers, so what? What are these group of 5 healers that do 1000 damage each every 2.5 seconds going to accomplish? And these healers can't even keep up that 1000 damage every 2.5 seconds if they need to stop and heal up.
Anyways, I stand by my earlier suggestion to simply adjust the Soaring effect on healers, especially since it provides a stacking buff they basically didn't work for.
I thought it would be easier just to give more worthwhile healing reduction skills to Tanks/MeleeDPS. 10% reduction just seems so low, or hell I'll even take an additional action that reduces healing on a target by 30% that has a high cooldown.
Really fed up about healers in this mod.
Just played a game, we were 5 DPS against one AST, we fought for one LONG minute, we didn't manage to kill her. REALLY !!!!!!!.
I used my LB and the AST manage to survive with her instant heal. REALLY !!!!!!! REALLY !!!!!!!.
Then a Brute came to save her. We all died in one second... REALLY !!!!!!! REALLY !!!!!!! REALLY !!!!!!!
1/ Why SE did you let instant healing for HEALERS IN PVP ?????? Besides, all healing power in PvP don't consume a lot of MP, so healers never run out of MPs.
2/ Something I didn't get, why RDM/BKM/SMN have casting times for their magic attack and not the healers ?????
3/ Why Did you remove Battle High and Battle Fever in this mod ????
Nerf Healers (no instant healing AT ALL) or remove Heal Classes for this mod (best idea).
Square-Enix, you managed to kill PVP, Well Done. PvP 4.00 gameplay system was a bad idea, the gameplay of this map is the worst idea.
I'm playing PvP for killing players, not for being frustated every game.
Last edited by JimBond007; 11-27-2017 at 05:24 AM.
28/11/2017 : 10.944 players killed in PvP. 14/01/2018 : 12.795 players killed in PvP. 02/04/2018 : 14.955 players killed in PvP. 01/04/2019 : 24.809 players killed in PvP. 15/07/2019 : 26.990 players killed in PvP. 09/08/2019 : 29.423 players killed in PvP. 10/20/2019 : 31.408 players killed in PvP. 08/12/2019 : 32.457 players killed in PvP. 08/28/2022 : 44.832 players killed in PvP.
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