Results 1 to 9 of 9
  1. #1
    Player
    OskarXCI's Avatar
    Join Date
    Aug 2013
    Location
    Gridania
    Posts
    359
    Character
    Xevia Vanothy
    World
    Cerberus
    Main Class
    Scholar Lv 90

    2 Suggestions for Rival Wings (matchmaking, map rotation)

    Ever since 4.2 Rival Wings has been pretty dead, at least on Chaos DC. It's a shame because I think many would like to work on the achievement for the mount. Ain't happening and I don't think that will change until the next map is added. These are two simple suggestions that would improve the experience by that point.

    1. Reduce the amount of people needed to get a match going.

    Looking at how Frontline has the 72 and 24 people variants available to improve matchmaking, I think something similar should be added to Rival Wings as well. Correct me if I'm wrong but I believe Yoshi-P has stated that there are no plan on reducing the maximum amount of people in a Rival Wings match. Maybe not reducing the maximum amount but I think that instead of requiring teams to be maxed out each time, the amount needed to get a match going shouldn't be same. 32 people (4 light parties on each side) could be a solution. The remaining 16 could join in progress.

    2. Add a daily rotation system when the second map gets added.

    To ensure that Astragalos isn't completely dead by the time the second Rival Wings map is added, a rotation system should be implemented just like the Frontline system that is confirmed for 4.3.
    (0)

  2. #2
    Player
    Divinemights's Avatar
    Join Date
    Jul 2016
    Posts
    2,123
    Character
    Altria Pendragons
    World
    Leviathan
    Main Class
    Ninja Lv 100
    Quote Originally Posted by OskarXCI View Post
    Ever since 4.2 Rival Wings has been pretty dead, at least on Chaos DC. It's a shame because I think many would like to work on the achievement for the mount. .
    I think it is the number of healers in an Astragalos game killed the mode.
    It is simply not fun to play in this mode when everyone is just sitting on healer.
    Unless they restrict the number of healers a team can have, this mode wont be popular for Western players.
    (0)

  3. #3
    Player
    Wintersandman's Avatar
    Join Date
    May 2014
    Posts
    1,190
    Character
    Winter Sandman
    World
    Hyperion
    Main Class
    Paladin Lv 70
    They did a lot to improve the healer situation and it doesn't really provide any benefit anymore. They can't just sit back and mammet heal like they used to and center isn't as relevant.

    In my opinion it was just a poor design.
    (0)

  4. #4
    Player
    OskarXCI's Avatar
    Join Date
    Aug 2013
    Location
    Gridania
    Posts
    359
    Character
    Xevia Vanothy
    World
    Cerberus
    Main Class
    Scholar Lv 90
    Quote Originally Posted by Divinemights View Post
    I think it is the number of healers in an Astragalos game killed the mode.
    It is simply not fun to play in this mode when everyone is just sitting on healer.
    Unless they restrict the number of healers a team can have, this mode wont be popular for Western players.
    They did a lot of balancing with the 4.2 patch. Mammots give twice amount of CP. The power generator was nerfed by increasing the time for each CP tick among other things.

    I think I only had the chance of doing 1 match with the balance changes before the queues completely died. Kinda hard to know how the experience is now when you simply can't get a match going.

    I wouldn't be against limiting the amount of healers but I'm not sure on how to do it. Maybe they could limit it to 1 healer per party? Remove to the ability to queue as a healer but you can change to a healer once you are in the instance while waiting for the match to begin?
    (0)

  5. #5
    Player
    Divinemights's Avatar
    Join Date
    Jul 2016
    Posts
    2,123
    Character
    Altria Pendragons
    World
    Leviathan
    Main Class
    Ninja Lv 100
    The issue with healers is that they have a damage spell.
    Combine of the damage spell and their healing potency gained from Feast balancing, it creates a lot issue for Frontline and Astragalos.
    Systematically we cant restrict the number of healers, but S/E really need to looking into the removal of damage spell (or lower the potency to a degree) so they cant overpower DPS jobs on Frontline and Astragalos
    (0)

  6. #6
    Player
    Kai_Lee's Avatar
    Join Date
    Sep 2014
    Posts
    794
    Character
    Kai Lee
    World
    Excalibur
    Main Class
    Lancer Lv 70
    Should just let rival wings die so we can get a capture the flag mode.
    (1)

  7. #7
    Player
    Wintersandman's Avatar
    Join Date
    May 2014
    Posts
    1,190
    Character
    Winter Sandman
    World
    Hyperion
    Main Class
    Paladin Lv 70
    Quote Originally Posted by Divinemights View Post
    The issue with healers is that they have a damage spell.
    They had damage spells since pvp inception. The main problem is the lack of CC on most classes to counter it. That is what made healers feel so overwhelming in 4.0. Not that they have a damage spell.
    (0)

  8. #8
    Player
    Divinemights's Avatar
    Join Date
    Jul 2016
    Posts
    2,123
    Character
    Altria Pendragons
    World
    Leviathan
    Main Class
    Ninja Lv 100
    Quote Originally Posted by Wintersandman View Post
    They had damage spells since pvp inception. The main problem is the lack of CC on most classes to counter it. That is what made healers feel so overwhelming in 4.0. Not that they have a damage spell.
    I understand that, but since they are balancing around the Feast, do they really need that damage any more?
    It could simply reform into basic binding spell and gravity spell.
    (0)

  9. #9
    Player
    Wintersandman's Avatar
    Join Date
    May 2014
    Posts
    1,190
    Character
    Winter Sandman
    World
    Hyperion
    Main Class
    Paladin Lv 70
    Quote Originally Posted by Divinemights View Post
    I understand that, but since they are balancing around the Feast, do they really need that damage any more?
    It could simply reform into basic binding spell and gravity spell.
    Sometimes the extra push is helpful. 1000 potency could mean the difference between life or death of the opposition.
    (0)