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  1. #11
    Player
    Cidel's Avatar
    Join Date
    Jun 2012
    Location
    Bastok
    Posts
    1,476
    Character
    Cidel Paratonnerre
    World
    Hyperion
    Main Class
    Astrologian Lv 100
    There's several things the devs can do to tone-down how much control healers (and healer-stacking) have in Rival Wings before doing things that have an impact in Feast.

    1) The most obvious thing that seems relatively simple enough to do is to make mammets either unheal-able (and perhaps buff their HP in that route) or heal them as potently as a SMN when they had Physic. This means mammets will die when targeted by players.

    2) Interacting with the CE tanks (picking them up) should be sped up to like a second or even less. The fact that a single healer can shutdown one person's attempt at gathering CE tanks to no risk of their own safety simply by spamming their DPS spell (possibly weaving their OGCD skill as well) puts some teams without the generator at a huge disadvantage.

    3) The generator room/building could have a constant infirmity debuff present. Suddenly this would make generator room fights now no longer a marathon dictated by who brought in the most healers by repeatedly stopping interaction attempts. Heck, they could even get creative and cause a slow and smallish MP drain (in the building) if your team controls the generator as a trade-off. Right now though, the generator room suffers from a similar early-Secure problem where 4+ WHMs could sit on the flag circles and have 4 Medica IIs stacked up on each other and almost no standard team of equal numbers could kill them nor get them off the circle long enough to capture the flag.
    (5)

  2. #12
    Player
    ThirdChild_ZKI's Avatar
    Join Date
    Jan 2014
    Posts
    3,229
    Character
    Lace Valeria
    World
    Jenova
    Main Class
    Machinist Lv 80
    I like all those ideas, actually.
    (0)

  3. #13
    Player
    snipski's Avatar
    Join Date
    Aug 2013
    Location
    Sweden
    Posts
    235
    Character
    Lloyd Irving
    World
    Odin
    Main Class
    Goldsmith Lv 90
    I didnt like Rival Wings at all personally mechs makes to much of an impact and hitting a tower as a player does basicly nothing and is a waste of time..
    from all of the games i played it was basicly rush mid try mark healers with number 1 kill them control mid and that team wins the match 90% of the time, i'ts not fun at all i stopped doing it after i got the mount from 100 wins. Feast is the only good pvp this game has to offer and i wish more ppl actually played it ...
    (0)

  4. #14
    Player
    Zojha's Avatar
    Join Date
    Aug 2015
    Posts
    3,565
    Character
    Lodestone Bait
    World
    Pandaemonium
    Main Class
    Gladiator Lv 1
    Quote Originally Posted by saucyshortcake View Post
    Because they'd have to balance it differently in every mode[...]
    They don't really have to do much there. The difference between the modes are:
    1) Group size, which influences the effectiveness of synergy effects
    2) Terrain, which influences the effectiveness of zone control, range, cast times, mobility and knockback/draw in effects
    3) Ruleset, which influences the value of actual PvP compared to objectives

    Do you see anything in those that would require a healer to have 3 times the impact of a DPS?

    They simply aren't balancing at all, not in RW, nor in the Feast. Again, if you truly think roles are in any way, shape or form balanced in the Feast, go and petition a removal of the role lock in there, because if they are truly balanced, then no harm can come from that, only vastly improved queue times for everyone. If you don't think that is a great idea that should be implemented ASAP, then you either derive pleasure from people needlessly suffering in queues, or you have to be aware that things aren't balanced there either and removing the lock would remove the only thing that is truly balanced about the Feast. It's a nice conscience check.

    Heck, you can get a glimpse of that in 8vs8 Feast. This mode doesn't even have a vastly different map, has the same ruleset and it's a trainwreck because of healer "balance", in spite of dedicated anti-healer mechanics in culling time and medal stacks. Even with strong, built-in mechanics intended to purposely hamper healers, they have by far and wide the most impact in that mode. And they also have the most impact in 4vs4 in spite of those same mechanics. And saying they have the most impact is nothing but the politically correct way of saying they're overpowered.

    "Balancing for Feast", worrying about the impact on Feast... it's just as broken in there as everywhere else and that is plain to see to everyone not willfully shutting their eyes. They are broken in PvP in general. When was the last time you played Seize? Contesting a tomelith is Generator room 1.0, with all the same issues. They have a field day taking bases in Shatter too, because you cannot get rid of them with only a single person period, so you'll always have to starve your team of manpower elsewhere to fight that strat.

    But go ahead, stay in denial. And that is the answer to the OP: The reason they aren't nerfing healers already is because people, possibly the devs included, are in denial about the fact that they are overpowered in the first place.
    If you enjoy it, just go and keep queuing. If you don't, leave it to rot (or should I say leave it to the bots?) like the vast majority of the playerbase already does and come back ever so often when they introduce a new reward bribe to put up with it. Change is unlikely to happen, it's a recurring issue in trinity games.
    (1)

  5. #15
    Player
    Mutemutt's Avatar
    Join Date
    Oct 2013
    Posts
    339
    Character
    Mumuki Muki
    World
    Leviathan
    Main Class
    Goldsmith Lv 60
    Quote Originally Posted by saucyshortcake View Post
    It's 1.3s cast time for basically everything a healer has in pvp. I think all of the heals across all 3 classes, plus their nukes all cast at that speed. For reference, Fire IV is 2.3s to cast.
    IIRC that's a little off. Healer's do have a faster cast time, but they have the standard 2.3s recast time like pretty much everyone else. Their healing starts sooner but they cast at the same rate as a blm so to speak.
    (1)

  6. #16
    Player
    Araxes's Avatar
    Join Date
    Nov 2015
    Location
    Ul'Dah
    Posts
    1,103
    Character
    Runic Raven
    World
    Zodiark
    Main Class
    Blacksmith Lv 100
    Quote Originally Posted by saucyshortcake View Post
    they don't care about PvP.
    Nuff said.
    (0)
    ᛞᚨᚢᛃᛁᚦ ᚠᛖᚺᚢ
    ᛞᚨᚢᛃᚨᚾ ᚠᚱᚨᚾᛞᛁᛊ : ᛞᚨᚢᛃᛁᚦ ᛊᛖᛚᛒᚨᛉ ᛊᚨᛗᛟ
    ᛖᚲᚨ ᚹᚨᛁᛏ ᚨᚾᚨᛁᚾᛟ
    ᚦᚨᛏᚨ ᚾᛖ ᚨᛚᛞᚱᚨᛁᚷᛁᚾ ᛞᚨᚢᛃᛁᚦ
    ᛞᛟᛗᚨᛉ ᚢᛗᛒᛁ ᛞᚨᚢᛞᚨᚾᛟ ᚺᚹᚨᚱᛃᚨᚾᛟ

  7. #17
    Player
    ThirdChild_ZKI's Avatar
    Join Date
    Jan 2014
    Posts
    3,229
    Character
    Lace Valeria
    World
    Jenova
    Main Class
    Machinist Lv 80
    Quote Originally Posted by snipski View Post
    I didnt like Rival Wings at all personally mechs makes to much of an impact and hitting a tower as a player does basicly nothing and is a waste of time..
    from all of the games i played it was basicly rush mid try mark healers with number 1 kill them control mid and that team wins the match 90% of the time, i'ts not fun at all i stopped doing it after i got the mount from 100 wins. Feast is the only good pvp this game has to offer and i wish more ppl actually played it ...
    Mechs have a major impact on towers (as they're meant to), but players have a major impact on mechs. Seriously. Close the gap on a Chaser/Brute, and it's hard for them to deal with you. Not impossible, but quite harder. As for just rushing mid, that's where too many players go wrong. Mid is important, yes, but there are other sources of CE, and capping mid is NOT actually a winning objective. I've nearly dropped towers alone with mammets while people are overly focused on mid. By then, with all the enemy mammets I destroyed, I have enough to grab a mech at will. I'd say more important than just arbitrarily capping/holding mid is applying and building offensive pressure against the enemy team, and forcing them to always have to choose between what's more important in the moment.

    The Feast is good, yes, but has its own issues that, hopefully, 4.2 will maybe address. SE seems to continuously switch things up, and so far none for the better. We'll see when it arrives though.
    (0)
    Last edited by ThirdChild_ZKI; 12-26-2017 at 03:49 AM.

  8. #18
    Player
    saucyshortcake's Avatar
    Join Date
    Sep 2013
    Posts
    100
    Character
    Kenzeil Zolas
    World
    Behemoth
    Main Class
    Conjurer Lv 30
    Quote Originally Posted by Zojha View Post
    But go ahead, stay in denial. And that is the answer to the OP: The reason they aren't nerfing healers already is because people, possibly the devs included, are in denial about the fact that they are overpowered in the first place.
    If you enjoy it, just go and keep queuing. If you don't, leave it to rot (or should I say leave it to the bots?) like the vast majority of the playerbase already does and come back ever so often when they introduce a new reward bribe to put up with it. Change is unlikely to happen, it's a recurring issue in trinity games.
    I'm not sure if you're trying to argue with me, but I in no way believe healing is balanced. I 100% agree with the assessment that healing is completely out of line right now and it ruins almost every pvp mode. Any small fight or skirmish in RW/FL games is completely pointless to continue the second a healer shows up on the other side because if they're even remotely competent, nobody is going to die.
    (1)

  9. #19
    Player
    Fannah's Avatar
    Join Date
    Aug 2015
    Posts
    514
    Character
    Fannah Loydera
    World
    Moogle
    Main Class
    Goldsmith Lv 60
    In a way it's obvious they are made overpowered on purpose for a reason. I believe it's made this way so we have to CC that healer and explose him/her simultaneously to burst him after charging our energies according to our class (chakra/kenki etc) thx to our healer that made us survive the time we charged everything.

    They force us to use the strategy they want us to apply, and it's ok in the Feast as there can be only 1 healer, 1 tank and 2 dps. The problem with solo queue is obviously coming from healers not needing as much coordination as the 3 others to be effective in that strategy.
    I like the idea of lowering all heals applied on healers by 25% and upgrading their max HP by something like 20% to compensate a bit (so from 12500HP to 15000HP), tbh. So it kinda forces us to focus healers as it is for now, and even other healers on them is less powerful.

    So yea, it's imbalanced, but makes sense in the strat I believe they want us to apply in the Feast.
    (0)
    Last edited by Fannah; 12-26-2017 at 04:30 PM.

  10. #20
    Player
    Commander_Justitia's Avatar
    Join Date
    Aug 2013
    Posts
    1,126
    Character
    Ash Primordial
    World
    Phoenix
    Main Class
    Paladin Lv 90
    Quote Originally Posted by Mutemutt View Post
    Healer's do have a faster cast time, but they have the standard 2.3s recast time like pretty much everyone else. Their healing starts sooner
    Maybe they tried to tackle the animation delay here which is around 0.8s for big heals unless interrupted by a ogcd. Add 0.2-0.3s because of lag, until you notice the HP bar drop and you are at 2.3s. So their point that healer can cast faster is really completely misleading. They can only finish individual heals faster with off globals, which is useful after getting melee lb'd or busted. But this won't increase healing output in the long term.
    (1)

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