<?xml version="1.0" encoding="utf-8"?>

<rss version="2.0" xmlns:dc="http://purl.org/dc/elements/1.1/" xmlns:content="http://purl.org/rss/1.0/modules/content/">
	<channel>
		<title>FINAL FANTASY XIV Forum - PvP</title>
		<link>https://forum.square-enix.com/ffxiv/</link>
		<description />
		<language>en</language>
		<lastBuildDate>Wed, 29 Apr 2026 00:08:14 GMT</lastBuildDate>
		<generator>vBulletin</generator>
		<ttl>60</ttl>
		<image>
			<url>https://forum.square-enix.com/ffxiv/images/misc/rss.png</url>
			<title>FINAL FANTASY XIV Forum - PvP</title>
			<link>https://forum.square-enix.com/ffxiv/</link>
		</image>
		<item>
			<title>Patch 7.5 Discussion Thread</title>
			<link>https://forum.square-enix.com/ffxiv/threads/527661-Patch-7.5-Discussion-Thread?goto=newpost</link>
			<pubDate>Fri, 24 Apr 2026 10:21:38 GMT</pubDate>
			<description>Preliminary notes: 
https://na.finalfantasyxiv.com/lodestone/topics/detail/33c47e6b7aa6fe0750ebb167841e35bea26ceb7e 
 
*CC* 
new arena, new glam...</description>
			<content:encoded><![CDATA[<div>Preliminary notes:<br />
<a href="https://na.finalfantasyxiv.com/lodestone/topics/detail/33c47e6b7aa6fe0750ebb167841e35bea26ceb7e" target="_blank" rel="noopener nofollow">https://na.finalfantasyxiv.com/lodes...1e35bea26ceb7e</a><br />
<br />
<b>CC</b><br />
new arena, new glam rewards, map now rotates every 60min<br />
<br />
<b>Frontline</b><br />
<br />
Huge ones:<br />
<ul><li>Rating will no longer decrease when a player is incapacitated.</li>
<li>Rating gained from knockouts and assists is now affected by the Battle High status of the opponent.</li>
<li>Worqor is removed from daily rotation (and minor worqor fixes)</li>
</ul><br />
<b>Rival Wings</b><br />
<br />
zzzzzzzzzzzzzz<br />
<br />
<br />
Do i read this correctly? Battle high now is not reduced with death?<br />
Oh dear...<br />
<br />
<br />
[update]<br />
full patch notes:<br />
<a href="https://eu.finalfantasyxiv.com/lodestone/topics/detail/9beb8a7b5c46944cd80ed92b2b8e972395fbea80" target="_blank" rel="noopener nofollow">https://eu.finalfantasyxiv.com/lodes...8e972395fbea80</a><br />
<br />
That's a lot to take in.<br />
Some choices were made.</div>

 ]]></content:encoded>
			<category domain="https://forum.square-enix.com/ffxiv/forums/1019-PvP">PvP</category>
			<dc:creator>TofuLove</dc:creator>
			<guid isPermaLink="true">https://forum.square-enix.com/ffxiv/threads/527661-Patch-7.5-Discussion-Thread</guid>
		</item>
		<item>
			<title>Frontline - Lets Address The Elephant In The Room</title>
			<link>https://forum.square-enix.com/ffxiv/threads/527539-Frontline-Lets-Address-The-Elephant-In-The-Room?goto=newpost</link>
			<pubDate>Sat, 18 Apr 2026 06:47:34 GMT</pubDate>
			<description><![CDATA[there's just too many _Antiheals_ for Frontline in a mostly _ranged meta_ 
 
its getting tiring as a Tank/Melee getting knocked around by 10 bards at...]]></description>
			<content:encoded><![CDATA[<div>there's just too many <u>Antiheals</u> for Frontline in a mostly <u>ranged meta</u><br />
<br />
its getting tiring as a Tank/Melee getting knocked around by 10 bards at the start or during your burst, and if you commit to it you get so much CC and Antiheal you're dead instantly, IF you managed to live there are Ninjas around (ranged in disguise as Melee).<br />
<br />
and the game is punishing Melee by its design choices too<br />
-Plunge's Sole Survivor got nerfed for a class that deals damage with its HP<br />
-Earth's Reply takes 3 business days to execute<br />
-Bloodwhetting heals get outpaced by damage taken because for whatever reason the heals are ticks<br />
-Horrid Roar's snapshot is just too weird especially if you have more than 110ms, let alone DRG burst requires you taking more damage<br />
-Zanshin suffers range, aside from snapshot<br />
<br />
why are we getting punished for engaging, diving into the enemy, actually fighting as <b>Frontliners</b>? even most melee nowadays run with the ranged group using whatever ranged attack they got and just hope for low HP targets to gab close to.</div>

 ]]></content:encoded>
			<category domain="https://forum.square-enix.com/ffxiv/forums/1019-PvP">PvP</category>
			<dc:creator>IvoryBadge</dc:creator>
			<guid isPermaLink="true">https://forum.square-enix.com/ffxiv/threads/527539-Frontline-Lets-Address-The-Elephant-In-The-Room</guid>
		</item>
		<item>
			<title>Why DNC is not performing well</title>
			<link>https://forum.square-enix.com/ffxiv/threads/527508-Why-DNC-is-not-performing-well?goto=newpost</link>
			<pubDate>Thu, 16 Apr 2026 14:19:38 GMT</pubDate>
			<description><![CDATA[It seems that the devs do not seem to understand the fundamental problem of the job so I'll try to toss another bottle to the sea just in case, and...]]></description>
			<content:encoded><![CDATA[<div>It seems that the devs do not seem to understand the fundamental problem of the job so I'll try to toss another bottle to the sea just in case, and scream in the void to vent some frustration. <br />
<br />
You keep buffing the skill set of the job in pvp patches. I do appreciate the crazy buff to Waltz, that's definitely better than the 1k potency we had the patch before on the main combo.<br />
<br />
And yet, the job starts performing absolutely awful as soon as you reach serious ranks (crystal+, omega/ultima especially), because people aren't blind, know your LB is ready, and are all ready to just step back as soon as they see you. Worse, everybody and their mothers have gap closers and teleports this expansion, so they also have tools to just give us the middle finger. <br />
<br />
Since you decided to change the snapshot of Contradance to the tail end of the crazy long wind up, not only it's incredibly easy to demolish or stun/pushback the DNC with basic buttons while it's being cast, but it's also incredibly easy to just move away. <br />
<br />
This is why this job doesn't perform well. You literally butchered the functionality of its LB and made it a meme past novice leagues, and on top of it didn't even stop to consider the damage the changes to purify would deal to the job as a whole. <br />
<br />
That or you just don't care.<br />
<br />
Beyond the immense frustration, this makes me sad because I really like playing that job.<br />
<br />
/rant</div>

 ]]></content:encoded>
			<category domain="https://forum.square-enix.com/ffxiv/forums/1019-PvP">PvP</category>
			<dc:creator>Valence</dc:creator>
			<guid isPermaLink="true">https://forum.square-enix.com/ffxiv/threads/527508-Why-DNC-is-not-performing-well</guid>
		</item>
		<item>
			<title>The amount of crowd control in PvP makes no sense after the PvP revamp a while back.</title>
			<link>https://forum.square-enix.com/ffxiv/threads/527468-The-amount-of-crowd-control-in-PvP-makes-no-sense-after-the-PvP-revamp-a-while-back.?goto=newpost</link>
			<pubDate>Tue, 14 Apr 2026 01:16:15 GMT</pubDate>
			<description>Okay, so generally in MMO PvP, your spells and abilities are the same across all content. This often leads to healers becoming demigods, tanks being...</description>
			<content:encoded><![CDATA[<div>Okay, so generally in MMO PvP, your spells and abilities are the same across all content. This often leads to healers becoming demigods, tanks being unkillable, and fights requiring heavy coordination to secure kills. World of Warcraft has operated like this on and off for years.<br />
In that kind of environment, strong crowd control makes sense as a way to break stalemates or long attrition battles. FFXIV’s PvP used to work somewhat like this. But a few years ago, we got the big PvP revamp, and I've mostly loved it. Having abilities designed specifically for PvP, streamlined to each class’s core, makes the gameplay far more reactive and enjoyable both casually and competitively. However, we also kept all the crowd control tools, and they no longer make sense. The revamp already solved the original problem: nobody is unbreakable, healing is heavily limited, and even perfect play only extends your life briefly unless you disengage. That’s a good, it removes the need for excessive crowd control that often just feels like disabling the player’s controls.<br />
<br />
In short, the problem was fixed, but the band-aid remained. Now we have fast time-to-kill, limited healing, and excessive crowd control with little to no noticeable diminishing returns. In WoW, repeated CC quickly grants immunity. In FFXIV, you can be locked down for several seconds with zero counterplay. Purify helps, but only in skirmishes, and it drains MP, which you also need for healing.This leads to poor combat experiences where fast-paced fights turn into getting silenced, transformed, and stunlocked to death. If the enemy team is even slightly coordinated, you will be locked down. This is already an issue in Crystal Conflict, though limited by team size. If you survive the initial CC, the enemy is at a disadvantage due to cooldowns. The problem is much worse in large-scale PvP, where even uncoordinated players can chain enough stuns and silences to instantly kill a target just by focusing them. Without CC, you’d at least have options: fleeing, using defensives, you can still <i>play</i>!<br />
<br />
I don’t think these abilities need to be removed entirely, but I do think changes are needed:<br />
<br />
In large-scale PvP, add strong diminishing returns and drastically shorten CC durations. In massive fights, anything longer than a second feels excessive. CC could instead grant a secondary effect, like a damage boost, so it'd still have value in skirmishes.<br />
In Crystal Conflict, CC should simply be shorter. Diminishing returns would help, but even five players can chain long stuns that feel just as oppressive as larger modes. Using CC tactically is fine, but locking someone down until they die isn’t fun for either side. <br />
<br />
To reiterate, I think CC could replaced with more utility, and PvP would be more fun overall. But even smaller adjustments like these would be a big improvement. I’ve never liked stuns in any game, though I understand their place in some. FFXIV just isn't one anymore.</div>

 ]]></content:encoded>
			<category domain="https://forum.square-enix.com/ffxiv/forums/1019-PvP">PvP</category>
			<dc:creator>Xbob42</dc:creator>
			<guid isPermaLink="true">https://forum.square-enix.com/ffxiv/threads/527468-The-amount-of-crowd-control-in-PvP-makes-no-sense-after-the-PvP-revamp-a-while-back.</guid>
		</item>
		<item>
			<title>Shorten Map Duration/Speed up CC Map Rotation</title>
			<link>https://forum.square-enix.com/ffxiv/threads/527366-Shorten-Map-Duration-Speed-up-CC-Map-Rotation?goto=newpost</link>
			<pubDate>Sun, 05 Apr 2026 21:51:01 GMT</pubDate>
			<description><![CDATA[Pretty simple suggestion, maps last *1 and a half hours long, when the new map drops that means we'll be operating with 7 maps each lasting 2 hours...]]></description>
			<content:encoded><![CDATA[<div>Pretty simple suggestion, maps last *1 and a half hours long, when the new map drops that means we'll be operating with 7 maps each lasting 2 hours 30m...adding up to a total map rotation lasting like *10 hours? Which is kind of insane honestly since we have no map voting or anything like that in Solo Queue/Casuals. Even skipping 2 bad maps you dislike costs *3 hours if they're back to back. I feel like maps really only need to last an hour each. Would hugely speed up the rotation and let people queue more frequently during active hours.</div>

 ]]></content:encoded>
			<category domain="https://forum.square-enix.com/ffxiv/forums/1019-PvP">PvP</category>
			<dc:creator>Freelili</dc:creator>
			<guid isPermaLink="true">https://forum.square-enix.com/ffxiv/threads/527366-Shorten-Map-Duration-Speed-up-CC-Map-Rotation</guid>
		</item>
	</channel>
</rss>
