Okay, the thing about Rival Wings is that people are expected to die. A lot. Most teams are expected to be at or near the max level of Soaring by the game's end. Getting hit with most of the mech's AoE on foot will finish you off if you aren't near or above like 75% HP, and even then, an attentive teammate can finish them off. The mode is already a little ridiculous, and there's no penalty for dying- you don't even lose your Soaring stack bonus, unlike Frontlines. The fact that LBs can get out of hand in Rival Wings is mitigated by the fact that there's already things like getting baited into and run over by the train, Chaser/Brute's AoEs and canon fire that can drop you fast, and that dying here doesn't count against you as nearly as much as it does in Frontlines.

Quote Originally Posted by DixieBellOCE View Post
Melee in general, are way too tanky, they may as well just be tanks at this point, When a dragoon can jump into a team and survive for 20+ seconds while getting piled, you know there is a problem.
This is only an actual issue in Frontlines though? I don't believe the damage reduction exists in that capacity in Rival Wings. If a DRG can manage that in RW, your team is incredibly incompetent.

Really though, the problem highlighted in these large-scale PvP is that LB generation is too fast in largescale modes. For the amount of shenanigans they can cause with stacking and synchronization (early Frontlines had this issue with caster LB before it was nerfed), they charge way too quickly for certain jobs, not helped by the passive accumulation just from running from one place to another on the maps. Most jobs shouldn't be getting off more than 2 LBs per match under normal circumstances. They should be calculated and impactful, not up and ready for every major engagement every one and a half to 2 minutes. This is also where passive LB regeneration when outside of battle is a problem as well. If they won't nerf LB gauges to be slower in general, they should at least prevent them from charging if you're not engaged (Frontlines Battle music playing) with an enemy. Only one of two of these solutions can feasibly happen, because they are system adjustments for Frontlines rules that can be tweaked rather than gutting individual job kits that will spill over into CC (which they never will do).

That said, DRK's LB in a vacuum is manageable and easy to see coming. The problem is their obnoxious draw-in that has a deceptively bigger range than it should, no thanks to this game's lackluster netcode and server tics. If their PvP person team had any sort of awareness to how these abilities are exploited in Frontlines (and they don't, look how long the PLD Cover exploit took to be addressed), they would have reinstated their crowd control immunities for things like draw-in and Miracle like how SB had before the revamp. Once people have an automatic 10-second immunity after being drawn-in once, these multiple DRK draw-in exploit groups lose their teeth.

Quote Originally Posted by DixieBellOCE View Post
SMN just does SMN things. Stupid amounts of OGCD damage allowing you to literally 1shot people and get your LB back instantly. There has been times when i would just chain bahamut into phoenix then back into bahamut non stop for 5+ minutes.
Elaborate.