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  1. #1
    Player
    Zojha's Avatar
    Join Date
    Aug 2015
    Posts
    3,565
    Character
    Lodestone Bait
    World
    Pandaemonium
    Main Class
    Gladiator Lv 1
    Mhm... bug fixes are nice, ceruleum tank spawns are clearly to weaken the impact of mid and the mammet changes are kinda overdue - I can't remember having them reach the core even once due to their automatic demolition kicking in juuust before they reach the core. That's some good stuff, in line with feedback given.

    Cannon changes are... confusing. I took a google translate glance through the JP thread (they only really use one thread for their consolidated Rival Wings feedback), but even they didn't seem to complain about the cannons a lot, I didn't see them mentioned a whole lot at all. This one is probably on the devs.

    Lack of healer adjustments is not unexpected. Whatever changes they would have made would have been inconsequential anyway, trinity designers keep listening to players who think that if a healer only has the same impact of a filthy DPS peasant, they're garbage. The JP forums aren't better in that regard - They, too, have people who expect a singular healer to be put on the same power scale as two DPS and a tank all coordinating both burst and CC and use the same asinine arguments to defend that point of view. So no surprises there.

    Ah well! I'm sure if things end up dying, they'll find some rewards to make people do it again anyway. Maybe they'll introduce Astragalos seasons with exclusive rewards if it fails too hard or put it into the Frontline roulette to put it on life support or sth. Or they'll just let it die. Who knows?
    Let's focus on the positive: They acknowledged and fixed the Flamethrower bug before 4.5. That's something!
    (0)

  2. #2
    Player
    ThirdChild_ZKI's Avatar
    Join Date
    Jan 2014
    Posts
    3,229
    Character
    Lace Valeria
    World
    Jenova
    Main Class
    Machinist Lv 80
    I'm nowhere near as known, but I was already making calls and leading teams when I streamed on the first day. . . It doesn't take much, just keep your map open, read the flow of battle, and make the right priority calls. Attack when you see an opening, defend if you have an opening on your side, keep up offensive pressure, and don't get too sidetracked with things that aren't the main objectives.
    (0)

  3. #3
    Player Theodric's Avatar
    Join Date
    Sep 2013
    Posts
    10,051
    Character
    Matthieu Desrosiers
    World
    Cerberus
    Main Class
    Reaper Lv 90
    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.
    (1)

  4. #4
    Player
    silverlunarfox's Avatar
    Join Date
    May 2015
    Location
    Shirogane
    Posts
    1,036
    Character
    Loki Lux
    World
    Lamia
    Main Class
    Gunbreaker Lv 80
    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.
    (0)

    "Within each of us, the potential for great power waits to be released."

  5. #5
    Player
    Cynric's Avatar
    Join Date
    Aug 2013
    Location
    Uldah
    Posts
    1,220
    Character
    Cynric Caliburn
    World
    Cactuar
    Main Class
    Viper Lv 100
    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.
    (1)

  6. #6
    Player
    Wintersandman's Avatar
    Join Date
    May 2014
    Posts
    1,190
    Character
    Winter Sandman
    World
    Hyperion
    Main Class
    Paladin Lv 70
    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.
    (1)

  7. #7
    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 Wintersandman View Post
    More CE spawns helps alleviate healers stacking in mid as CE will be more abundant else where.
    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.
    (0)

  8. #8
    Player
    uvuvwevwevweonyetenyevweugwemu's Avatar
    Join Date
    Dec 2016
    Posts
    408
    Character
    Pa Lin'guine
    World
    Siren
    Main Class
    Blue Mage Lv 60
    Quote Originally Posted by Zojha View Post
    So the way to move away from a healer centric meta is to move away from direct PvP.
    I'd think the opposite, the roles are getting confusing or rather switched. Healer is the new offensive role with mechs and mammets on their tow, dps is the defensive role slowing them down, and tanks.. I tried drk, surprisingly enough took 26% of a BJ before killed...

    Quote Originally Posted by Arazehl View Post
    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. It's not really any faster, and as said above, it's just matter of time before the roles are adjusted with this new mix for both sides.
    (0)

  9. #9
    Community Rep Sicycre's Avatar
    Join Date
    Apr 2016
    Posts
    114
    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.
    • 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.
      • Increased Mammet’s movement speed.
      • Decreased the potency and range of steam cannon action “Cannonfire.”
      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.

      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.
    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.
    (8)
    Last edited by Sicycre; 12-14-2017 at 03:48 AM. Reason: Corrected the changes made to steam cannon action, "Cannonfire."

  10. #10
    Player
    StomMeisie's Avatar
    Join Date
    Nov 2017
    Posts
    15
    Character
    Pancakes N'bacon
    World
    Lamia
    Main Class
    Dragoon Lv 70
    Quote Originally Posted by Sicycre View Post
    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.
    tybb, nice to know y'all are listening
    (0)

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