

I find mecha is not as threatening as you claim they are as they are solo-able by meele job of any kind.
The established cycle was supposed to be mecha > range > meele > mecha, but over-populated healers disrupted this cycle.

You mean mechs don't one shot you? You never die when you are clearly out of the aoe marker? And by clear I mean outside the orange well in advance of the ability going off. Yeah lets have a mode where players get one shot and it is due to latency. That's a great game design. I solo'ed many mechs but to say they aren't threatening is... just idiotic since the mode is built around getting mechs.
High Potency? That is a laughable claim. I also only know of one healer class that can do all 4 of those.I have point out the potential problem of healers have high potency damage spell for no apparent reason from the Feast-balancing.
It is a left-over from 3.0 system because healer need a damage spell for PvE.
A healer job should not be able to heal, absorb damage, crowd control and output damage at the same time.


As a meele, no and it is simply because mecha aoe is clone shaped (only need to step left/right or walk into mecha), but I can see it is an issue for range.You mean mechs don't one shot you? You never die when you are clearly out of the aoe marker? And by clear I mean outside the orange well in advance of the ability going off. Yeah lets have a mode where players get one shot and it is due to latency. That's a great game design. I solo'ed many mechs but to say they aren't threatening is... just idiotic since the mode is built around getting mechs.
High Potency? That is a laughable claim. I also only know of one healer class that can do all 4 of those.
As a range, the moment you are seeing you inside the zone, you are dead already, that is just how it is, otherwise range has no counter there.
Like I said, it is a cycle of range > meele >mecha > range.
There is this cycle where you rarely see meele can beat a MCH/BRD at same skill level.
Healer potency issue, one is not an issue of course, but what happened with Astragalos is number of healers.
You literally has no escape chance in front of WHM and AST as bind and gravity doesnt stack it is on different DR.
This makes Astragalos literally no fun for meele or tanks
Everyone seems to have their own reason to not que Astrgalos, mine is clearly over populated healers, you on other hand is mecha.
Last edited by Divinemights; 04-24-2018 at 06:53 AM.

You are forgetting Stun and instant kill from Brute Justice.
So one WHM and one AST could keep you occupied for 2-4 seconds. Bind is only as efficient as a tool to get away or keep you from getting away. But more often than not someone follows up with an attack breaking the bind. Healers had an impossible time downing mechs. You could have a team of 24 healers and they would most likely lose.
Also Astragalos is not fun for other reasons for me. It is one of the least PvP oriented modes.


I did take Brutal Justice in account and pilot on there.You are forgetting Stun and instant kill from Brute Justice.
So one WHM and one AST could keep you occupied for 2-4 seconds. Bind is only as efficient as a tool to get away or keep you from getting away. But more often than not someone follows up with an attack breaking the bind. Healers had an impossible time downing mechs. You could have a team of 24 healers and they would most likely lose.
Also Astragalos is not fun for other reasons for me. It is one of the least PvP oriented modes.
Consider its rareness and how small the stun circle, it is not really an issue unless you are stationary at all the time.
A team of 24 healers is an extreme illustration and I doubt it will ever happen.
It nevertheless didn't change the fact that over populated healers on Astragalos is one of the primary reason that hold this mode back
Honestly, I see this all the time. People dying randomly to mechs for NO reason at all. They're EASY to kite, easy to dodge. Dodge being the key word here. It's not PvE, don't wait for the AoE circle then expect to move out. You NEED to understand the mechanics of the game and move appropriately to avoid getting killed. If you stand there moving only for big nono spots only then you're gonna have a tough time in any type of PvP no matter the game.You are forgetting Stun and instant kill from Brute Justice.
So one WHM and one AST could keep you occupied for 2-4 seconds. Bind is only as efficient as a tool to get away or keep you from getting away. But more often than not someone follows up with an attack breaking the bind. Healers had an impossible time downing mechs. You could have a team of 24 healers and they would most likely lose.
Also Astragalos is not fun for other reasons for me. It is one of the least PvP oriented modes.

No other mode do you get one shot due to an AoE. I understand the mechanics very well and AoE markers are AoE markers no reason they should function differently between PvP and PvE. There is more than enough time to move out of them as the game shows I am clearly out of them. Astragalos is the only mode where I remotely have issues.Honestly, I see this all the time. People dying randomly to mechs for NO reason at all. They're EASY to kite, easy to dodge. Dodge being the key word here. It's not PvE, don't wait for the AoE circle then expect to move out. You NEED to understand the mechanics of the game and move appropriately to avoid getting killed. If you stand there moving only for big nono spots only then you're gonna have a tough time in any type of PvP no matter the game.
Isn't justification for how horrible the mode is and it isn't the only reason I dislike Astragalos. I could go stand in the middle if I was that concerned about mechs.


Did you try attack the enemy base?
I usually try to attack their base to delay their mecha spawn
It is a different level of fun and challenge.
So basically you're saying you don't want to adapt to how the mode plays, so you're upset and want the mode to change to how you want it?No other mode do you get one shot due to an AoE. I understand the mechanics very well and AoE markers are AoE markers no reason they should function differently between PvP and PvE. There is more than enough time to move out of them as the game shows I am clearly out of them. Astragalos is the only mode where I remotely have issues.
Isn't justification for how horrible the mode is and it isn't the only reason I dislike Astragalos. I could go stand in the middle if I was that concerned about mechs.
Just looking for clarification.
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