Well, I guess every match will be decided by the amount of healers present, eh?
I'm a little baffled - I don't recall ever seeing someone post about wanting the cannons to be nerfed. Then again, I didn't see people asking for the chat to be removed in 4vs4/8vs8...yet that still happened.
The cannon fire imo was fine, but a rate of fire decrease wouldve been better than a potency loss. They fired almost too fast. Just adding a second or two wouldve been ok.
I guess they don't care about the healer issue in it though, I'm a bit disappointed with this. But I will wait to see what happens with the mammet change.
"Within each of us, the potential for great power waits to be released."
I've actually seen talk about the canons in game a few times. I swear I saw a post here about them hitting too hard but maybe it wasn't in the English forum.
The adjustments don't seem that big to me. Healers are of course very important, but they were already very important, and have always been very important in the larger battle style game modes in this game.
While currently the game seems to be very healer heavy, The emphasis on taking the middle with/against stacked healers is more of an issue than their overall performance throughout the match.
The game encourages players to make use of robots which can't be healed. Fighting healers in lanes isn't as difficult due to mech support.
Killing mamets being healed... I don't think I've ever seen the issue of an "invincible" mamet even while being healed by two people.
The biggest issue I see in the current and original Rival Wings is the emphasis on taking/defending the middle area, system wise anyway.
The biggest issue I see in general is something no balance patch will fix. Lack of understanding the game mode, lack of coordination among teams, and a lack of using the area outside lanes/mid by more than a few people in an entire match. There is also a lack of actual strategy in my DC. It's usually "Push mid, then tower, keep mid,etc." and if a team fails to get mid, usually its a long draw out loss, even if there are other options to overturn the loss.
While I agree the lack of communication on the english side of things is a problem. I don't agree with the things people consider issues mostly in the game mode. The biggest problems I see from the mode aren't fixable with a balance patch.
I honestly thought the changes helped move away from a healer centric meta. Sure healers still have their weight but Players will have to be on their mounts or sprinting to keep up with mammets.
More CE spawns helps alleviate healers stacking in mid as CE will be more abundant else where.
Hello, there.
Thank you for your feedback and suggestions regarding Rival Wings. We would like to explain the reasoning behind some of the adjustments we made in Patch 4.18, and answer some of the feedback we received as well.Once again, we would like to thank everyone for their feedback and ask you to please continue to submit any feedback you may have. We’ll use them as reference for making future balancing adjustments and improvements to the rules.
- Adjustments made in Patch 4.18
We received feedback stating the matches were long, and overall pace of the match felt slow. Based on this, we made adjustments mainly focusing on making it easier to damage objects and sped up the overall pace.By increasing the Mammet’s movement speed, we shortened the amount of time it took them to reach the towers and the core so that they’re more effective against them. Also, we reduced the attack range on the steam cannons, allowing some more room for the opponents to attack the core easier.
- Increased Mammet’s movement speed.
- Decreased the potency and range of steam cannon action “Cannonfire.”
We also considered a more direct approach, such as lowering the maximum HP of the cores, and shortening the amount of a time one match would take. However, we were concerned that by lowering the maximum HP, it’ll make the matches too simple, or where the matches will end before the cores were destroyed. For this reason, we have passed on these adjustments at this time.
We’re also aware of the situation where the overall match seems to slow down a bit after the towers are destroyed and the cores become available to be attacked. We would like to observe how the above adjustments will affect the matches first, and consider further adjustments as necessary.
- 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.
- Job Adjustments
We received lots of feedback related to the strength of each role and their effectiveness in Rival Wings so we would like to say thank you. For this one, we’re looking to make adjustments on the rules to adjust role effectiveness.
- Static Parties
We have seen feedback stating that static parties have a large advantage than those without a static party. We have no plans to change this, as we would like everyone to be able to participate and enjoy the content together. However, that being said, there are some instances where static parties have greater advantage in specific situations, so we’re thinking of making adjustments around this.
- Spawn Camping
We have received feedback where some teams may engage in spawn camping. This is due to our system-side measures being overlooked, and we apologize for the inconvenience this is causing. We’re looking into ways to address these type of situation.
Last edited by Sicycre; 12-14-2017 at 03:48 AM. Reason: Corrected the changes made to steam cannon action, "Cannonfire."
I played it some today. Some thoughts (editing)
* Mammets are very deadly if no one guards the lane. You can get a ton of them up, and they can do some absurd damage; it isn't uncommon to see a tower down to half life if they left the lane uncontested.
* CE really is more common. You see a lot more mechs, and you can get 6 mechs per side quickly.
* Matches still take a long time. I haven't seen any 98-95% style victories though, and they can end at fifteen min instead of the full 20 due to core kills.
* Mechs are probably more deadly now, and make it a bit harder to use oppressors and bj. Its easier to get a ton of CC to counter things.
Steamrolling...yeah, I'm not sure it won't be an issue. It feels like once the core is down the side that got it down has initiative and forces the other side to defend a bit more. Not sure though.
Last edited by RiyahArp; 12-13-2017 at 05:25 AM.
So the way to move away from a healer centric meta is to move away from direct PvP.
That actually doesn't sound that far off. Since DPS cannot win small scale skirmishes against healers, the additional CE spots will allow them to just constantly flee whenever a healer shows up and gather CE elsewhere in peace without bothering with pesky PvP in a PvP mode. De-emphasizing the number one objective to facilitate direct PvP via centralization, the generator, fits right into that plan.
I didn't think of it that way originally, but it certainly makes sense. Might be what they mean when they say:"For this one, we’re looking to make adjustments on the rules to adjust role effectiveness." - To make PvP matter less so that imbalances in PvP strength matter less. It would be consequent, if sad.
I'm sure players will find a new work-around to slow the match down once more. Things like camping the CE tanks, in and around the waters and caves, with yet again,"healers". This will be an all healer match before long and not a variety of classes, as it should be.
Until they adjust the healer class, where it doesn't take 4 to 6 players to bring down one healer, then expect the players to once again adjust to the changes implemented within this patch.
As far as mammets go and their movement speed as they spawn, camping and destroying those too, might be done by a couple of dps each in both lanes. Again I feel players will adjust to these patch changes in RW.
The cannon range changes are a dumb idea on SE's part. Not sure what they were thinking.
|
![]() |
![]() |
![]() |
|