Rival Wings: remove soaring and remove mid. And in general nerf healers. I don't give 2 craps about feast diamond and platinum. Frontlines and Rival wings needs some balance too.
Rival Wings: remove soaring and remove mid. And in general nerf healers. I don't give 2 craps about feast diamond and platinum. Frontlines and Rival wings needs some balance too.
No, the removal of soaring will makes Machina more OP.
Mechs are hardly OP currently. Players however make the frequent mistakes of trying to engage them in choke points, not flanking them, or trying to avoid them altogether. Best thing you can do against a Chaser/Brute is close the gap. Easier to avoid their cones, and they have to try and reposition to hit you, which is time and opportunity to attack them. It's not uncommon that I force Chasers to back off of me.
Soaring needs readjustment, definitely. I get they wanted to create a better Battle High/Fever mechanic, but 20% better everything shared across a team only really lends well to imbalanced practices.
From Q&A it sounds like they do have substantial Rival Wings balance changes coming in patch, including some kind of change to mid. Attempting to balance by adjusting the rules more so than adjusting the job roles. Will see how it goes.
If anything the healers need to be nerfed first and foremost because right now they are far too overpowered and it's ridiculous that two healers and hold off multiple alliances.
I always though they should get rid of player locations on the map, it would be far more strategic having to actually have people scout and keep an eye out. It would vary the game play more instead of just "OPP north" and everyone spamming north. This could also alleviate the whole losing mid = loss because 3 healers are standing there. It would give teams with less mechs more of a chance and let's be real the team that loses the middle will almost always lose minus the odd lucky match.
That or they should make mammets worth some cerulean when killed, like 5 or something because right now 99% of matches come down to having the middle or at least that's how it's been in the numerous matches I'm in every night.
It's actually not 20% for all, the damage taken reduction is only 1% per stack. I do think that the healing potency bonus should probably also be 1% per stack, though... I'm kind of conflicted since I'm a career healer who's played Frontlines for so long and now they've finally added a buff that's tied to KOs that benefits healers. But even I'm kind of tired of seeing legions of healers guarding mid every game; it's not even fun for me as a healer!
Hopefully the generator is altered or removed since I feel like that's mainly where the stacking of healers is overpowered, and maybe with mammets, also. I think someone on the forums here suggested that mammets should have a healing received reduction (maybe it could be -50%?), that would probably help a lot!
Soaring needs readjustment for sure. But instead of removing mid can we just remove all the players who think its the key point of the game??? I kid....mostly....but really, mid is fine. Theres enough tanks people just need to collect them!
"Within each of us, the potential for great power waits to be released."
Nerf mid - I'm so sick to death of mid, hearing about mid, fighting over mid, etc.
Lose the ability to heal mammets
Speed up the time it takes to gather CE - sick and tired of one healer being able to stop anyone from gathering because they can spam Stone on you faster than you can gather
Actually, mammets give 1 CE per kill. It's really not much, but if you're steadily pushing mammets and a teammate grabs CE tanks, it can all add up.If anything the healers need to be nerfed first and foremost because right now they are far too overpowered and it's ridiculous that two healers and hold off multiple alliances.
I always though they should get rid of player locations on the map, it would be far more strategic having to actually have people scout and keep an eye out. It would vary the game play more instead of just "OPP north" and everyone spamming north. This could also alleviate the whole losing mid = loss because 3 healers are standing there. It would give teams with less mechs more of a chance and let's be real the team that loses the middle will almost always lose minus the odd lucky match.
That or they should make mammets worth some cerulean when killed, like 5 or something because right now 99% of matches come down to having the middle or at least that's how it's been in the numerous matches I'm in every night.
And removing player locations on the map would actually do far more harm than good. Simply reading the map has allowed for the most simplistic strategies to work, and this has been true since Frontlines. When you know where they are, you know where they aren't, and can use that to your advantage. People really ought to read their maps more.
As for healers, I'd like to see how Soaring adjustments might help first before it would come down to actual job/role adjustments. I do agree however that even just more than 1 healer in a given area can effectively block almost any kind of progress. Mammets take sigificantly less damage from mechs than healers can restore, and while players can arguably do more, it's no good if 2 healers are pretty much pocketing a mammet.
With regards to Soaring, I did look at the notes again, and at 10 stacks, it's 20% damage increase, 10% less damage taken, and 20% restored, but when you factor that healing potencies already generally sit well above both single hits and full combos, that extra 20% puts DPS at an even further loss. And with faster cast times it's a race most people just can't finish.
Lastly, for mid issues, I'll just quote what I said in a different thread:
Part of that is largely due to the fact that players continue to operate on the mistaken impression that capturing and holding mid will win the match for them.
The Generator is NOT a main objective.
Sure, it's nice to have, and it can allow for near continuous spawning of mechs later, but during the initial rush, I've won many matches purely from building momentum against the other team pushing mammets and attacking their towers early. If a teammate grabs CE tanks, we can get an Oppressor out early and drop a tower while people are still trying to contest mid. If this happens on both lanes simultaneously, you've just put the other team in a VERY bad spot, whether you have mid or not.
This is what people continue to fail to understand, and a large reason everything feels so "decided" early into the match. If all you do is try and fail to capture mid right away, you've made no progress. But if you try and fail to capture mid, but had teams attacking their towers already you've made progress, gained momentum, and are in a position to pressure the enemy offensively. This, THIS, is how you win in Rival Wings.
The generator is NOT a main objective. You can however attack and destroy main objectives - towers and cores - whether you control the generator or not.
Last edited by ThirdChild_ZKI; 01-04-2018 at 11:28 PM.
If you remove searing, killing players is even less rewarding. I would rather make 30% damage, 20% healing and 10% damage reduction.
I would make killing more rewarding. Make every player death suffer 1% from current tower/core hp max hp.
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