Played only Sam. Love new pvp 8/10. Only gripe is nothing seems balanced and only 2 extra skills is kinda trash. I like it more than the old one in some ways. But I feel people die too fast.
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Played only Sam. Love new pvp 8/10. Only gripe is nothing seems balanced and only 2 extra skills is kinda trash. I like it more than the old one in some ways. But I feel people die too fast.
5/10.
I like the changes they made it so PVP has its separate set of actions, and the customization in selecting traits and PvP actions. I don't like how much versatility we've lost with the sheer amount of skills we've lost though. It almost seems like we're playing a glorified arena battler with the lack offensive/defensive options.
Also, healers seem impossible to kill now. At one point there were like, 5-6 of us hammering on a healer and we still couldn't kill him.
Funny that others say healers heal too much and some say ppl die too fast like make sense.
1/10
Skills are completely imbalanced - It feels like they haven't even tested the game mode. Quick examples - Pld being able to stun for 3s, silence 2s, every 10s, drks have more mp regen on their combo than pld, but they use the same amount of mp (who did that math??). Warriors being generally useless compared to pld/drk, lol broil, drg damage is insane. Healing and DPS are not balanced. I'm pretty sure if I got a custom game with 8 good players together it would be like a 13-20 death game.
Objectives feel useless now - Any dps can burst more than LB does, wolves heart also feels mostly negligible, I guess it was busted last patch so maybe that isn't the worst change.
Exp in ranked feast - people just going healer and afking half the matches for quick exp.
Too simple - Everything kind of feels same-y. Class identity was mostly lost (I can't even micro my fairy? Why isn't it just a regen then...). Like there is a best and worse among classes, normally due to 1 ability difference. I feel like even if it was balanced, it would get really dry, really fast.
Needs a lot of work, and I doubt they will give it the love it needs to be semi-balanced and half as fun as the old PvP. I would personally like to see an addition of 5-10 more abilities to each class to give them more distinction from each other.
8/10 for new combat. Fun and cohesive.
1/10 for incentives. Outside of exp all there is is glamour.
PvP was the main way how I capped my tomestones in 3.X because it didn't get stale for me like other methods. Once I hit level 70 I'm sure I'll be using the daily roulette bonus for tomes while leveling up other jobs with non bonus queues. And once I get more jobs to 70, I'll then continue to keep PvPing for tomes. Plus there will most likely be a cool reward released with the new PvP coming in 4.1 like the white ADS from (Shatter). So a lot of people would be trying to win that mount when it's released.
Far too early to even rate fairly. I look forward to its growth and development in 4.x.
on a side note, I do hope they consider adding in some mpre abilities and the option to choose more than 2 addtionals, I think 3 would be just fine atm.
5/10. One-two button combo is good for simplicity. That's what the devs wanted. Combos are simple;but CC is lacking immensely. Add couple cc buttons, and balance heal and dps rate. Adjust several abilities. Add incentives for healers, healer highs. More reward and titles for raises or hp healed.
I pray to the twelve for a pvp savage mode. Straight lvl 70 uncapped with all pve buttons. One can dream
7/10 for Frontlines. Overall things are a lot more simple and fun. I just wish they had kept the old unique PvP skills along with everything. All the jobs feel a bit lack luster without them.
7/10
It could do with a few tweaks but it feels more approachable. Im enjoying it so far
1/10.
The new simplified combat system just feels absolutely gross to play. I don't know about other classes, but it completely kills any of the fun I used to have playing Ninja in frontlines.
I feel like I'm playing a completely different class in a completely different game and it's an absolutely miserable feeling.
Balancing and ability pruning for PvP is fine, but they went completely overboard this single button combo press garbage is boring. Sitting there hitting 1 1 1 2 2 1 1 1 2 2 1 1 1 2 2 1 1 1 2 2 until my Nenki guage hits 80 so I can do one additional action is not fun or engaging PvP, especially when Mudra/Ninjitsu, the most iconic part of the class...Is reduced to a single button press and half of your Ninjitsu are removed and then stacked onto other abilities. I pray this crap never bleeds over into PvE or I may just be done with the game.
I understand how some could accept and even laud the change to such ultra simplicity, but I just can't bring myself to enjoy it.
I would prefer to have 3 or 4 more abilities but in general the change is great.
7. I do hope that we get triple swiftcast for BLM :(
2/10
It´s a chicken run reduced to a handful of skills (and totally breaking the muscle memory between PVP and PVE)* and flooded with mindless xp leechers
*having putted skills multiple times on my hotbar, as f.E. Enochian has 3 uses (activate, I4 under UI, F4 under AF) so im hitting the right button no matter what state it is atm..
5/10 for me. it's not grossly terrible, and they've definitely streamlined it, but no sir i don't like it.
Frontlines are as fun a zerg fest can be, but, anything else looks great and team compositions are much more important now, also, I love the new immunity system. For example, if you are stunned one time you gain immunity after that for a few seconds vs stuns.
I played a bunch of fairly terrible rounds of Shatter last night, mostly as WHM. Then I played one really good round with people who seemed to understand that I no longer have any buffs, AoE spells, cleanses and hardly any instants, and I actually felt like I didn't suck; not having those things is definitely hard to get used to as a healer. Got loads of killing blows though which was a novel experience.
Really wish Benediction was actually instant now I don't have Tetra. They've made it even more punishing given how fast people can drop - it can miss and eat the cooldown, and also eat all of the lilies! The shields are clunky too given how many abilities consume all of the lilies, though at least it's super easy to regain them in PVP. Crowd control is so irrelevant that I've actually dropped Purify for FL, which is weird.
But overall I think the system has promise. Maybe 5/10 at the moment? I'll try Feast tonight if I can get it to pop.
I really like it, I'll give a solid 8/10 because I'd like to see an improvement for melees. Yes we have gap closer abilities but I find it really hard to to damage with your basic abilities on a moving target. I understand there's lag and all that stuff like seeing other players sliding/teleporting but this could be solvable by just increasing a little the base movement speed of melees. This is just my 2 cents to make melee life feel better.
2.
It is legitimately the worst PvP system/combat of any MMO I've ever seen.
I am utterly baffled at people liking it.
The only reason it's not a 1 is because there's at least a tiny bit of variety with frontlines and the Feast.
I'm curious if the people who enjoy it have tried other MMOs/their PvP.
I'm not sure what I'll rate it. I enjoyed the one game I actually did immensely, but I worry that it will bore quickly due to repetitiveness of having so few skills. I want to see how long my interest lasts before I give any real rating.
Though I've only done one game, I so far enjoy it. To help satisfy your curiosity, I've PvPed in a fair spread of MMORPGs despite liking this new PvP system.
I've PvPed in: World of Warcraft, Guild Wars 2, The Elder Scrolls Online, Star Wars: The Old Republic, TERA, Blade & Soul, Aion, Neverwinter Online, Atlantica Online, Firefall, Grand Chase (if that counts as an MMO to you), and possibly more that are escaping me.
At the moment, 5/10. Class balance at present bothers me the most.
SCH's Broil is insanity.
DRK has entirely too much self-sustain (Blackest Night is like a mini-Hallowed Ground every 10 seconds wtf)
The spammability of PLD's stun > silence is almost a meme, fun as it's been.
WAR barely has ANY sustain and even less utility.
The DPS might be fine, I don't have enough information it so I won't speak on it.
I wouldn't mind seeing a little rework to certain combos as well to promote more use of them.
7/10
On frontlines because it's an instant tag all day/night.
I play as PLD and the class fulfill the purpose: to be annoying as hell.
-3 points because unbalance. Dps melee need a way to catch moving target. Healers need more everything.
Even though it had issues 3.0 pvp was more balanced than the current setup. certain additional skills should be mandatory sprint/purify etc have the devs even bothered testing the game.remove lb its pointless you can burst a target faster than the lb animation(I dont want to lb dead bodies).i would take sprint over lb anytime.
Pvp used to require skill you could tell good players from the bads now its just 123123 with the occasional ogcd.give every one purify and sprint increase the the additional skills pool and make it different for each class.when you have more feast commands on your hotbar than actual skills you know there's a problem.
Sure, I'll take the bait.
1. Class balance is still awful.
2. Removal of sprint unless we take its poor lesser brother in the form of bolt? Really? Just feels terrible.
3. CC is now relegated to a few classes.
4. Healing feels more like pulling teeth. It's particularly bad as Astrologian. And getting rid of core skills like Aspected Benefic? Really?
5. The objectives in Frontlines are still massive spam fests.
6. The adrenaline gauge still exists at all.
The list could go on.
PvP already wasn't great in FFXIV, and all these changes did was make it incredibly mind numbing to play.
healing is really , really really bad in pvp , why did they remove the AoE heals?
Astro is in a really solid place right now for PvP, I used it for most of my way up to Gold. If you are struggling, you still need to adapt to the changes.
Lightspeed is no longer something to hold onto. If it's up, use it. Its primary purpose is MP reduction.
Synastry is on such a short CD, make sure you are moving it between targets as often as you need to. It shouldn't ever be on someone who is no longer taking damage.
Cards are much much better now. Draw cooldown starts immediately upon you pressing Draw, instead of when you use the card. Don't spam your card, instead sit on your drawn card if you don't have an immediate need for it and use it when you most need it.
Always be casting bene 1, even if you only heal for 1 hp. This keeps LS spam going. You can LS every minute with the way it works now. It's crazy good.
Take Bolt and Muse as your actives. For passives, take decreased recast, increased healing potency (or resistance duration against a good tank), and increased MP regen.
Kite, kite, kite. Astro is incredibly mobile, especially with the Bene 1 into insta cast. Hug the trees, walls, whatever you can.
I wouldn't call healing bad right now, just much more intense since it forces you to pay a lot more attention. I actually really enjoy how healing is now on a WHM. I haven't tried the other jobs though.
I solo healed a whole alliance to victory before. Mind you the opponents didn't focus us as crazy as they could have, maybe they didn't think we had just 1 healer. My healing that match was close to 600 thousand, which is similar to what my healing is like when I've got other healers with me. So I wasn't pushed too far but there were quite a few fights where we wiped and stuff. And the reason we most likely won was because the other 2 alliances might have just been focusing on each other too much. The match ended when we got a +300 from a tomelith at the end, so even before that massive jump in points we were close to Twin Adders at around 1300 points.
All I can say is that it takes getting used to, like all jobs in PvP to see how they are. And after I got used to it, I've had amazing fun with it. The match below was one of my most favorite PvP matches of all time in FFXIV.
1/10. Classes are pretty unbalanced atm. Whm has regens, shields, and an aoe heal. Astro has worse cards (ohhh look 3 spires in a row, but nobody needs tp!) Whms can pump out a lot more heals in frontlines than other classes. When my fiance summoned Eos on sch, she just disappeared again instantly.
I don't like the new sprint, healing feels more like a chore now. They've dumbed down pvp for the worse. I dont like not being able to customise my secondaries, my ranks mean nothing now, and they gutted warrior so badly.
Also, the ability that pulls a party member on astro should have a longer reach than your heal range, so you can pull people back into healing range. (I used to sprint to people to get back in range, but that nerf to sprint kinda ruins that strat).
Also... you cant change classes in frontlines anymore! No healers in the alliance? Too bad. Nobody can switch. PLDs now on healing duty GG
Eh, atleast in 1v1 duels, healers can't be beaten
Edit: just found out about broil. Wtf. Mp gets burned fast enough, and it has always been a contest between healers in the feast when it comes to mana management, now you have a healer that drains other healers mp? Wtf?
1/10
They broke WAR is PvE and then PvP. I miss my HW PvP WAR :(
I really need to get into feast now, but frontlines is a joke with these changes. Personal skill at your role adds next to nothing outside of healers in it, as it is more then every just a few people focusing the same target with one of there same botton combos and it is dead in 2 gcds.
Umm no, Its better than WoWs pvp, Teras, Wildstars, BnS and that's just naming a few. Out of the 9 MMO's I've played FF14 ARR's pvp isn't in the top 5 worst. If you think ARR's pvp is bad, seriously go play WoW where you can be globaled and be stunned/cc for a whole 10 sec.
Loving it... will give it a 9... because the feast doesn't allow for four mans to play.
Thanks to the initial EA issues, and now being caught up and beginning to level alt jobs, I've managed over 100 games of Feast and Frontlines combined...
I have played every job a handful of times, though some more than others. With that in mind, I rate the new system 6/10, with 10 being perfection. The OLD system I would have rated somewhat similar. Here are my pain points:
1) Melee feels clunky to play due to the still-poor positional updating and lost uptime during movement. The loss of personal CC made melee a bit more frustrating to play.
2) Clunky abilities are still in PvP, and they have no place here. Benediction, Hallowed Ground, etc. They need to be made more responsive since the mode is being shaped more towards reaction rather than pre-planning as it was previously.
3) Healing is awful. It's not as bad as it was back in OG Wolve's Den, but it is a massive step down from 3.2-3.5. I could go on for hours, but I will leave it at this: having a healer go from most impactful to least impactful role feels horrible. I will be doing a much larger and better though out feedback post on healing, but for now that's all. Expect to see very few healers in Feast.
4) Many jobs lost their identity: SMN is no longer an AOE king (since healers can no longer AOE heal). Many of the melee feel nearly identical to play, with their burst boiling down to "build up gauge, expend gauge to burst". Of course, there are a few outliers.
5) Warrior. Give it a stun.
0/10.
Seriously...what is this? A joke?
This new pvp is embarassing....no tactic... tanks and healers have nosense anymore ....equipment is useless....abilities respawn is like everyone has a machinegun...the result? Bad and crazy full frag.
Please remove this flop as soon as possible.