PvE is the main purpose of the game, and where most of the development efforts go to. I don't know what you're talking about calling it a mini game... That said, PvP isn't a minigame either.
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FF was never meant to be a PvP game so I am not surprised.
This game is not pvp oriented. Don't expect it to excel in that area any time soon. Don't expect 1vs1 any time soon too. His hi said the game is not balanced yet for 1vs1.
PVP makes no sense in a game where the 3 main nations aren't even at WAR with each other. It is just a waste of development time and server space, best to just remove it.
Speak for yourself. On Cerb we have a Flames linkshell, and never queue for more than two or three minutes. We also win pretty consistently, because we go in with at least one strong, balanced party.
There's a tonne you can get out of PvP if you choose to put the effort in. Your loss for not doing so.
When they advertised PvP as they were going to add PvP skills and abilities, my first thought is that PvP would have its own unique skill set which where the only abilities that you could use in PvP which would be perfect (IMO). If they had made it that way, and the PvE skills kept unuseable in PvP it would have been perfect as balance on one would have zero effect on the other.
But, as we all know, they made them additional abilities instead that work alongside the PvE skillset.
I don't even care that FFXIV PvP might not be as good as other MMO PvP experiences. It's not a good experience on its own right. Moreover, it's not directly competing against MMO PvP but rather all forms of PvP for my time. I rather like the PvE experience, but when it comes to PvP, why would I choose it over Street Fighter, Dark Souls, a card game, Battlefield, Counterstrike, etc.? It does a poor job of arguing why it's worth my time over those games, and the answer I came up with is it's never worth my time over those games.
Even with the story, it's a cop out excuse. They don't even expand upon it or ever consider the fact that the Garleans would take it underneath our noses during a fight. Not to mention that they had talked about effectively abolishing the fighting over the area (before 2.5 occurred mind you)....then went on and added in slaughter because that is so much more civilized than secure.
The three GCs just want the allagan thingies for themselves and don't like sharing, it's an extremely weak excuse to justify the idea of a GC restriction, especially in comparison to how much it hurts the queue times, let alone the concept of a 3-way objective PvP area which can never work in practice because of human nature.
I just want to post to throw in my support for PvP in FFXIV. I spend most of my time now in-game in Seal Rock and I thoroughly enjoy it. PvP as a whole does need work (but so does PvE and everything else really, an MMO is a constantly improving machine), but for the most part I find it well done. Seal Rock in particular is the most tactical PvP scenario I think I've ever seen. Sure the RNG can sometimes ruin you, but with three large teams pitted against each other it feels more like a war; Party composition and RNG aren't half as important as the strategy that your grand company chooses to use during the match and that is what I think large scale PvP should be.
When to attack, when to ignore a node and let the other teams fight for it, when to gang up on a team, when to brace yourself because you know you're about to be ganged up on, when to run the long way and perform a sneak attack...these are always different in every match and that is amazing fun. Its something that PvE cannot offer.
I do like the PvP, but the queue times need to be fixed. Admittedly it's not 100% balanced. for me, it's very hard to select a target in a massive crowd without an enemy list (using a controller) and i somehow always target pets which is annoying. obviously it's an afterthought for them but i really think they have something to build on here. leveling up is arduous because the queue times are terrible. More maps, more modes please. oh and did i mention fix the damn queue times?
I actually like DCUO's take on pvp they had regular and they had legends which imo could be more balanced I think it was the best pvp for me.
Yeah, I still don't understand how it could be any faster. Queue for PvP on Tonberry (Adders) anytime that isn't 8PM+ AEST (ending at 3ish am) 15 minutes long, add another 15 for the match and that's 30 minutes for 40 tomes. I can get queue for a dungeon and get it done in about 35-38 minutes, including my the queue, and make 75 tomes, that's almost double the frontline roulette. Now without roulette for both? Dungeons are now exactly double (they reward 40 iirc and PvP 20). There's no way PvP is more efficient, unless you're reaching 800 well before the timer is up, and from the matches I've played this week, rarely happens.
Also you're telling someone to speak for themselves, but suggested in a way that PvP was a faster solution regardless of long queues which happen quite frequently and is a known problem with PvP. It seems like you're the exception to that rule. Now you may not have meant that at all, and if so I agree with you. It's an nice escape from dungeons, but it's in no way faster.
I love PvP, but with FFXIV its a mess. I advice Square Enix to take a look at other mmorpgs like ESO and GW2, their PvP is fun and there is no LONG QUEUE THAT CAN TAKE 2+ HOURS!!!!!
For PvE, I insta-queue pretty much all day as a tank on Cerb. PvP is still faster, because matches turn over at more than twice the rate as the PvE. Join as a group of eight, and bing. It's really that simple. And your maths are based on roulettes, not the rewards for the rest of the day. 40/20, 80/50. And you can reliably turn that 20/50 over three-four times an hour, if you've got a big enough linkshell/FC to source from.
Put it this way, I came to 3.0 late, so farming Reap/Fractal was a thing long before I needed it. Even then, I fully geared Law in two days play, in Seize. No wipes, no stress, no under-geared DPS or laggy healers. Just plain fun. When it comes to tomes, it's not an escape from dungeons, it's a viable alternative. I only ever queue Expert now for the glamours.
So you're comparing queuing with people who know how to play, as opposed to DF? If you manage to find yourself a decent group of 3 others (not very hard to do either), well there go your queues, and your potential issues with undergeared or poor performing players. A dungeon run will take 20-25 minutes at most, let's add a little more time because lag I guess? Say you only manage to do 3 runs in an hour and 30 minutes, that's 120 tomes (at a long 30 minutes per dungeon). We'll go with your 3 PvP runs an hour, that's 60 tomes? Add another 20 minutes and you up to 80 for an hour and 20 minutes of work, extend that to an hour and 40, an you're still only at 100 tomes.
Still less than dungeons. No need to get stuck on the terms I used either, an escape can be an alternative, otherwise it wouldn't exactly be an escape if it wasn't viable now.
Still better than GW2 WvW, this is coming from someone who was in T3 - T1.
Summoners get eaten up by good groups and I see more WAR on sprees than anything else. Besides, it's just for fun. There is no MMR tied to it so I could care less if I won or loss.
PvP in the Final Fantasy MMOs has always been an afterthought, the absolute worst way you can do PvP in a game of this type. If they were genuinely serious about the PvP it would have been a core feature of the game instead of something patched in down the line (Wolves' Den, while present in the game, was an unused space until PvP was implemented in patch... 2.15?). There'd have also been little need to balance the classes so much in regards to PvP, something that's happened several times now and that was before rogue was added. Unfortunately, the PvP is very niche and will likely stay that way for the life of the game much like it is in XI.
Well, if it is a Mini-game. Why does it require MORE work to get max rank then it does getting a full set of T2 Artifact Gear?
I almost have the full set on my other character, however I am only rank 26 and i've been doing the daily almost every day for months now.
This is, for the most part, my sentiments about Seize Rock/ PvP in general. I'd rather wait in a longer queue (depending on day/time) than run Expert Roulette ad nauseam with the run playing out the same way every time. At least in PvP I feel some adrenaline because it's never clear exactly how the enemy will play, or what their composition and strategies will be, let alone my team's capabilities. And in that sense, it feels "fresh." We all know it could be better, but that's the developers' fault for throwing content at the players and then taking several patches or so to update/balance things if not outright ignoring feedback.
Mini-game or not, its a feature that they placed in the game and one that is liked by alot of players (I remember Yoshida saying in a interview that the japanese players love doing Frontlines and are active with the PvP content, compared to the western players). If you put something in the game, why not make it as best as you can?
1. Drop the Grand Company requirements, ALL the PvPers would rather have faster queue time then think about the lore behind the Frontlines. The PvE players that dont care about PvP, should not care about the lore behind why someone is doing Frontlines.
2. Add more features while PvPing, as the OP said, if you are going to copy World of Warcraft, copy the best things and not introduce boring content. Instead of Nodes, why not introduce Keepes? Players can defend or claim in name of their FC/GC. Everyone who is in the same FC/GC gets a bonus, this includes players that share the same FC/GC, but do not participate. This will encourage players to join and do PvP.
3. Remove the timer, let the PvP be endless, players can enter and leave whenever they want, this way the PvP players that like Open-World PvP, will have their own version of Open-World PvP. This will not disturb the PvE players, because to enter this zone you need to use the duty finder. GW2 and ESO have this feature where the player can use a duty finder to enter the PvP zone and they can stay aslong as they want.
4. Add more different type of PvP matches like: Capture the flags, defending/attacking keeps, controling parts of a map like a mine or add more things to do like adding siege weapons.
5. One thing that I like about some PvP games is that they have Public dungeons in a PvP zone, this will unite the PvP and PvE players and introduce PvE players to PvP. You can be ganked in the Public dungeons, but at the same time you will enjoy being in a adventure with friends. Imagine you enter the dungeon with your mates and just before your group challenges the Boss, you see a group of players from a different faction attacking you. There will be chaos, but it will be alot of fun.
Personaly, I am happy if we can get rid of the GC requirement, but adding the other ideas would make PvP alot better, imo. What do you guys think?:p
Uh.. hate PVP pretty much!
xD Dont go bad on me!
I just join the daily roulete PVP (its always the lv60 pvp map atm)
To get 100 law tomes and 40 eso tomes! ;o (and some of those points to buy pvp gears as glamour)
Im just walking walking around as Tank and heal people with clemenz! noooothing else! ;x
As tank not healer! Healer are 1st most atked class >_> and I can resist alot of dmg as tank, while running away!
I hope we will get a battle arena with random spawned enemys from all kinds of dungeons, fates, story bosses, new enemys, guests from other FF games!
Hopefully open world PvP will NEVER be a thing. I had my fill of that nonsense years ago and it's one of the major reasons I've enjoyed every moment of my time in the Final Fantasy MMOs.
Literally the worst? You haven't played Ragnarok Online or Ragnarok Online 2, then.
I just want to them fix SMN and AST in PvP Sealed Rock... they're so damn broken!
Honestly 10 DPS, including myself, where chasing down a single AST. Just a SINGLE one! And he kept on spamming his heals, shields, and cards and had near infinite HP even when he got his HP down to around 10 - 20% he can come back from it like nothing on his own and was sprinting all over the place. We had so many DPS on him and we couldn't kill him because his heals out-speed our damage output and that's just crazy and unfair. A Healer should not be able to survive and onslaught of 10 or so DPS on them and single-handedly take them on and live.
Not to mention SMN just as bad, hits you with three to four debuffs on you and then somehow hits you with a second set of the same debuff (there was only one SMN around the time I came in contact with it) and hits me with Deathflare... instant KO. I find this utterly unacceptable... having a SMN to combo their skills together to dish out big damage is fine, but do combo their skills together to instantly KO someone within 3 seconds is wrong. I'm a Ninja and I know DPS don't have the best defense, but for a Ninja it takes them several hits to kill a single opponent and even with LB we may not KO them in one shot... yet a SMN can do that with their default skills and kill any target (I've seen Tanks go down super fast as well) with their debuff + Deathflare combo that's too OP.
SMN and AST need to be nerf a little, like AST shouldn't spam heals so quickly that 5 to 10 or so DPS can't kill the same target and SMN should not kill any target single-handedly within 3 seconds... no other DPS I've seen can do that. NIN, DRG, BLM... sheesh they're not worth having on PvP if a SMN can do a lot of killing so fast! I see SMNs are the most "Battle High" on all of my PvP matches, they kill too quickly when Melee and other Magic DPS can't do the same!
Also the Melee LB need so buff or something, I'm tired if someone pulling inches away only for my LB to stop and I lose my gauge and my chance to attack with LB because of the hills and not to mention I mostly can only take away down to 10 - 20% of an opponent's HP even when they're at 70 - 80%. They should at least die from them.
I feel like the Melee DPS are at a big disadvantage in the Sealed Rock PvP map, PvP needs some more tweaking a bit.
I do enjoy PvP, but I've only won 59 matches on my Flame Group and it's getting annoying that that's how many matches I've won 194 matches I've done... and it's usually in third place a lot. Sometimes the 3-side tag team you even when you're the lowest points team in the match and I find it annoying... sometimes I wish there was an "Enrage" feature that if a team member or team is constantly getting kill and beaten they gain an "Enrage" counter which makes them invulnerable with increase running speed and attack speed for short time. Like 2 to 3 minutes long considering it's a big map and only gain it when you return to the starting point and leave it, not when you're revived by a team mate.
I hate feeling like it's a one-sided match... give something to let us bounce back and make it so that repeating beating someone has some consequences. Spice the PvP up a bit!
...why did the 10 of you continue chasing the AST, then? Not their fault you played stupid. A SCH would have also likely survived that mess, especially if they used Dissipate to sac their fairy for extra Lustrates. You probably would have only been able to kill a WHM, and that's because they're the easiest healer to pin down solo, but the best at keeping an entire party alive through an onslaught.
You also aren't watching correctly if your melee LB is only doing "down to 10-20%" of someone's HP. It hits me unbuffed as a healer for 9.3k damage (with tank accessories, that's still almost all of my HP). Either they are receiving heals while being LB'd, or they're not at 70-80% HP beforehand, or you are LBing a tank (hurr durr).
SMNs can't stack more than one set of their dots, so you're already demonstrating that your situational awareness in PVP is lacking. No wonder people are able to easily LoS your melee LBs, lol.
I also can't believe you are asking for a "I'm bad" invincibility buff, but I suppose I should expect no less considering the rest of your post.
Simple put. This is not a PvP game nor SE have the experience to make one. So if you want PvP go play a MOBA or GW2 or something like that.
I won't lie, AST has some crazy survivability, but if you have up to 10 DPS actually hitting it (chasing but not hitting doesn't count), then most of those DPS are poor at what they do.
No amount aspected noct benefict, Lightspeed frontloaded heals, one essential dignity, and whatever cooldown that isn't a CC (swiftcasted Blizzard II/ Stasis) will help them survive much more than 4-5 competent DPS who are in range.
Some people really over exaggerate what AST is really capable of.
We bring his HP down from 100% to 10% within a few seconds he brings it up and he's constantly running around in our area with the node up and he was the only enemy around... basically trying to kill him means his team loses 5 points, but we were probably getting frustrated that he wouldn't die. If an AST can take 90% of their HP down in a few hits and bring it back to 100% within a 1 or 2 EVERY. DAMN. TIME. we bring it down to 10% without pause something wasn't right.
Hell! I used my LB even when they're at 60% of their HP and I use buffs and bind them and most of the time they survive for some reason. I know I'm not wearing PvP gear and I'm only rank 36, but I still have high stats regardless with over 950 on attack power. Though there are times I can instantly KO someone from 100% to 0%... usually WHM, SCH, MCH, NIN, and DRG. Tanks I know I can't KO with and I only use it when they're at 50 - 60% to nearly finish them off... but then they run and I lose out on LB.
I looked around when I was fighting the SMN and after I fell, I saw no one else around when I got hit with the double set of debuffs. Who knows, it might've glitched or something and I got a double case of debuffs. I ALWAYS look around in my map during PvP to know when and where to attack or retreat when I see the odds against or with my favors, I don't go rushing in. I do well most of the time as I've managed to escape death when a group of Mael or Adders come chasing me and I survive using my Healing abilities and items and flock to my group. I even gotten a few Battle Highs myself and help finish off a lot of people... but sadly my team or group sometimes bail on me in a fight and I get picked to death as they fled and I'm left in the open and it's hard to run with 10 or so people target me.
It's my team most of the time that don't want to stick together when the going gets stuff and even then we find the other teams in our turf easily pushing else out.
And also this:
I find this incredible rude and disrespectful of you. Maybe there shouldn't be a feature like this, but I was getting angry when I have the timer set to 30 because my team leave me to die and the Mael and Adder constantly attacks us Flame when we have the lowest points or none and it became increasingly frustrating. Not to mention we rarely have Heals on our team and when we do have more than enough... we lack the DPS to push the other teams.
Just like how you assume I lack situational awareness, you jumped the gun here assuming I'm a bad player that wants a "I win button"... no I don't, though I wouldn't mind having a few extra seconds to punish the group of bullies ganging up on them and make them wish they didn't attack me. You didn't ask if I was sure there wasn't anyone else around and ask more about the "Enrage" thing I was talking about. Maybe it should be included in the last 5 minutes of the match to give another edge to the battle... not at the start.
Also I use bind or stun on my opponents BEFORE I LB them to make sure I can hit the 100% of the time, but then my team mates hit them and unbind them or the stun effect wears off (it last 2 seconds) and they pull away in time before my LB finishes losing me out of my LB on them or the opposing team sneaks up and stuns me disabling me from using the LB or I get killed after the LB gauge finishes and my LB never hits (which I find the most irritating, I launched the move... allowing double KO'd in battle then) especially when the move JUST finishes its animation and I die and nothing.
Plus refrain from jumping to conclusion without enough evidence or asking the right questions, I find this increasingly distasteful of people.
We started with 3 to 5 and somehow the AST was able to CONSTANTLY heal without pause and I couldn't believe what I was seeing until the rest of the DPS came in, most of us were Melee but I think there were a few Range DPS as well but this AST kept pulling away and healing and running around, but we have been constantly hitting him too. I never seen an AST heal like that with some many guys on his tail! I said screw it and left and went back to protecting the nodes and scouting for more. Wasn't worth the trouble of making Mael lose 5 points.
Actually most of new pvp accesories has accurasy for some reason, also i didnt mean all pieces are good but some of them are better than law items. Also its another gearset so it allows some flexibility when doing optimal PvE set(getting rid of uneeded acc, avoiding parry stat etc..)
Nope its just extra there besides secondaries, it used to use one secondary "slot" but after they reworked morale back in ARR(dont remember what patch it was)it became a bonus stat. Too bad materia slots doesnt work in PvE, but kinda understandable as it would make PvP gear superior compared to its PvE counterpart.