Dear SE Dev team,
In light of recent Feast PvP changes introduced in Patch 4.2, a large majority of the Aether/Chaos/Primal communities would like to address our major concerns. We feel these changes have compromised Feast’s competitive value and deeply wish for reconsideration before the season starts.
While we understand SE’s intent with growing interest and participation in the Feast, we feel the majority of these changes have stripped away any bit of depth this mode had left. The core gameplay changes in particular; the light-medal system, the removal of bases and the respawn change have lowered the skill-ceiling across all jobs as well as depth & strategy.
The introduction of Stormblood PvP opened the barrier for many new players and we did see an increase of participation. However, we feel rather than continuing to simplify the mode to increase this appeal, SE and the community itself should provide more educational tools & resources to allow players to learn Feast.
With team registration and hints of “tournament play” in the future- we feel the recent changes do not align with this goal. Spectator value is one of the most important aspects of competitive play and esports, and currently this is being compromised.
Many players across Aether/Primal/Chaos have collaborated to provide SE with consolidated feedback addressing these changes and we appreciate attention on this matter.
4.2 Feast Map/Rules
- Remove light medals and revert to old medal system.
Justification: We felt that heavy medals was enough of a handicap for the winning team, but with the introduction of light medals, it has created a “double punishment” for the winning team. Players are also more difficult to kill now with higher health pools and shorter additional ability cooldowns.
We feel that this new medal system did not essentially fix anything, only put more emphasis on medals and less emphasis on the battle (splitting medals between players). We believe tooltips should be introduced inside the feasting grounds that tell players how overstacking medals increases your damage taken so be careful how many you pick up.
Revert respawn location back to homebase.
Justification: Currently, respawning where you die does not encourage movement and strategic positioning. Fights have become 6 minute brawls in one area of the map. Players have stressed that this new rule has made Feast dull and boring. Kills no longer feel like they make a difference with quick respawns. This has also compromised spectator value and interest, as it is simply constant fighting in one area.
Adrenaline Box and Wolf Heart kit health is too low.
Justification: Boxes and kits no longer feel like an objective.
Crystal tower map is too bright and tiring on the eyes.
Justification: MY EYES HURT.
4.2 PvP Team System
- Players on teams should have a personal rating as well as the team rating. Player rating must be within X amount of rating to the team rating in order to qualify for rewards.
Justification: This prevents teams with 4 players “selling” their open 2 slots to players for Team rewards.
Enforce PvP Team queues to occur during certain times to keep PvP Team queue active.
Justification: Light Party struggled to have active queues during seasons 1-4. Forcing teams to queue at certain times will keep it active. It will also prevent 2 teams to potentially cheat or “wintrade” against each other during off peak hours.
Provide more information on incentive/rewards to queue PvP teams.
Justification: If rewards are not lucrative enough for both top teams and casual teams, participation will be low.
4.2 Job Balancing
- If job adjustments occur, please communicate these changes by providing reasons as to why these adjustments were made.
We are in favor of adding more skills and abilities to all jobs.
4.2 Rewards
- Add a new currency that comes from participating in solo queue and PvP teams (currency is capped each week). This currency can be used to purchase new PvP rewards. Example: “Hellhound Marks”
Justification: To promote participation every week.
4.2 Spectator Mode (QoL changes)
- Increase visibility of CC buff/debuff icons on player frames.
Provide an option to hide additional abilities of both teams.
Allow spectators to see who players are currently targeting.
4.2 Quick Chat
- Allow players to type to each other in the starting area only.
- Justification: To allow players to talk strategy before a match starts.
Add an official countdown macro.
Justification: Countdowns are widely used by all data centers now and should now be added as an option for players to utilize.
If a player targets a teammate and uses “Get the medals!”, this should now indicate which player should get the medals. Example: Player A targets Naoki Yoshida -> “Naoki Yoshida, get the medals!”
Justification: This will help teams communicate which player should pick up medals.
As a closing note, we feel it is becoming apparent that as the PvP community continues to grow, the need for support is increasing. In order to see Feast succeed in FFXIV, we feel there needs to be more communication and involvement from SE’s side. While we don’t fully understand how the dev team is structured, we feel it would help immensely to have some sort of “PvP community representative” from the developers.
We cannot stress enough that these views are shared by some of the most passionate Feast players. We appreciate SE continuing to support Feast and their interest in flourishing the community. In order to do this, we implore you to reconsider the recent changes implemented in Patch 4.2. Thank you for listening!
Feedback Provided By:
Rinrin Heartlily (Cactuar)
Nikoza Envy (Cactuar)
Korihu Yanhu (Gilgamesh)
Thana Rah’thazel (Cerberus)
Suhr Zarek (Balmung)
Stefan Delumiere (Balmung)
Aviars Lightsworn (Exodus)
Scyn Sovereign (Gilgamesh)
Atreus Auditore (Balmung)
General Esudesu (Cactuar)
Kiri Aiga (Cactuar)
Straigus Reyist (Balmung)
Kana Chan (Jenova)
Miyuki Tsukiyomi (Excalibur)
Aqua Rain (Ragnarok)
Chicken Soup (Ragnarok)
Frosty Mogborn (Gilgamesh)
Marshal Renew (Balmung)
Xy Xx (Cactuar)
Joe Giunta (Gilgamesh)