Oh yes, that's what I meant. For jobs that have multiple combo chains like SAM, DRG that'd be practical for them. In MCH's case, we only have those 3 shots, so I'd personally prefer them separated. Hot Shot and Cooldown are fine consolidated though.
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You all were complaining about how unkillable healers were in the old system, as well as things like how BLM could spam LB, how melee LB's could be free one shots, and a lot more. Please stop letting nostalgia cloud your minds. Old PvP sucked pretty badly too, especially being non-stop stunlocked or CC'd by jobs like paladin.
I'm getting tired of people forgetting everything that was bad about the past and clinging to it mindlessly.
Unkillable healers before? What?
I could solo a healer with ease before. . . Now, if they time it right, they can outheal me per shot. Cure, for example is 2500, Cure II is 5000. Heated Clean Shot, with ammo is 1750, and the full shot combo is 4500.
Not sure what you mean about BLMs spamming LBs, melee LBs were survivable IF you had 9-10K HP (assuming they LB you at full HP), and everyone knew that while you could be stunlocked, yes, CCs had diminishing returns. Just ask any DRK that spammed Unleash to the point it didn't bind you anymore.
PvP wasn't perfect before, but it was a hell of a lot better than this current system.
Third, melee lbs were only survivable if you wore vit pieces to get you above 10k, healers wore them back in the day just to survive back in seal rock. And again, people keep forgetting how much everyone on both this forum and reddit complained about the old PvP just as much as the new one. if you think old pvp was good, you either never did it, or have forgotten about how much fun it was to get mass lb'ed by casters, one shot by a melee LB that triggered on activation if you had any latency, or how enjoyable it was try and use the old bloated HW kit in fast paced PvP.
Not even the complaints are new; back in seal rock people complained as much about negativity, newbies, and tome farmers as much as people do now. People seriously argued that pvp shouldn't even give tomes back in the day like people here argue it shouldn't give exp. I swear, gamers have no long term memory; old PvP was pretty bad and was underplayed quite badly, and the changes really gave it life.
Faster Queue times gave it life. There are less people playing now than during 3.5 Garo. Yes there was a zerg when SB was released for exp but it is already getting worse than 3.5. I was getting instant queues pre SB during 3.5 and now queue times are worse.
Were there things about 3.5 pvp that could be changed, absolutely. But the 4.0 system is not it.
If you pull your head out of your ... You will see that ThirdChild addressed some of the button bloat and SE has already addressed that with just releasing SB.
If you were getting one-shot by Melee LB you need to get gud and learn how to equip Vit accessories. Experienced pvp players knew this which you just proved you are not.
When they introduced to us the new PvP skills, most reasonable pvp player saw it as a step in the right direction, a good basis for future adjustments. But as of now, it still lacks depth, something that makes your character and playwise special and the gamemode entertaining.
There are no skilltrees and the traits are all the same for every class. It needs more skill variation, maybe an extended pool of choosable skills/traits that belong to the underlying job and that are not replacing the ones we already use.
Their system atm is easy to balance but every match against the same jobs feels the same...there are no suprises
Even in moba games despise having only 5? skills, your whole customization originates from the gear and their specials and creates depth and different playstyles. We cant make it work with gear in ff14 so they gotta do it with trait/additional skills system.
https://www.youtube.com/watch?v=MzdPZKi4vDA and more recently, https://www.youtube.com/watch?v=kk-Y38zYBqw
https://youtu.be/xytuJhdURto?t=28s (just the scene where it picks up. I'd been stunned into DR by then, and simply shut down the LB with a stun.)
Please see any of my older videos. I played the "complicated" Heavensward MCH, and as I've mentioned before, if I got rid of redundant skills on my 2 PvE hotbars and my 1 PvP hotbar, as well as the skills I just NEVER used, I could easily fit the 6 PvP skills I used on my 2nd hotbar and simply ran 2. On melees and healers, I actually had room to spare.
Old PvP wasn't perfect, but it was a hell of a lot better balanced and more fun than this new system. That isn't to say the new system doesn't have some good ideas, but it wasn't worth what we lost, most notably of all, the PvP community that formed around it and was dedicated to it even as "bad" as it was.
That's when positioning came to play m8, if you know how to position yourself, its easy to not get punished with LBs
And for your 10k hp 1 shot from melee LB statement, you can still survive if and only if
1) you pump all your stats into VIT, while not wearing any vit accessories
2) no vit accesories but have to had health point topped to max, you still can survive that iirc
I'm pretty sure people wear accessories is to survive Melee LB + follow up from other players.
ps: I prefer old system as you actually have to memorize your team + enemy teams cooldown and abuse it accordingly just like every other game instead of this massive cluster chaos thingy that just spam button.
Also, old pvp trait system where you need to choose which skill to level up the trait actually ITS SO MUCH BETTER because, some skill are actually good for frontline, some are good in Feast. Every class/role have their very own carry potential for *Feast*, unlike the new system. ( Well the new system is still *new*, and can be improved but... why revamp the whole thing when old system was already balanced imo ) Imagine, the 3 weakest role from previous system such as sch, drk, nin, Sch now would be so decent with the aetherflow 5s reduction with every uses, DRK with TBN & bloodspiller, Ninja with Brava and tenchijin
Besides that, I can already see this pvp system going towards the route of every other dying games like runescape and WoW (not that i played alot in those game). I think that most active player that provide revenue towards the game during the downtime from creator patch until Stormblood release, was mostly the avid PvP players anyway. That's my assumption btw.
I miss cometeor spam macros. I miss WHM holy spams. I miss when knowing your class better than your opponent mattered. Hell, I miss when we payed zerg the healer in the wolves den. When thats all we had and we played for fun, not tomes and exp.
With healers being as strong as they are now its almost not even worth risking doing actual pvp. We are all just ice hitting bots now. But yay, shorter ques....
FFXIV PvP has never been good, but the old version was light years better than it is now. Kudos to those of you that can put up with it. I know I can't.
It wasn't perfect, but it was good.
A few things to think on:Biggest one of all: Of all the issues that the changes "fixed", almost none of them were issues expressed by the community that actively enjoyed PvP, despite its imperfections then, and none of the changes were anything requested by them either. I wonder why not many of those players are still around or actively playing PvP now? Hmm. . .
- SE claimed it was hard to balance for PvE and PvP. . . yet SMN's Miasma had an effect in PvE that it didn't in PvP. DRK's Unmend was a bind in PvP only. The Balance card was 10% in PvP as opposed to the (then) 20% in PvE. Hmm. . .
- People claimed there were too many buttons. . . When you subtract the maybe 6 extra PvP skills for each job (there were more, but you obviously didn't use them all), you were using the same hotbars from PvE in PvP. THEN when you subtract PvE skills that you just didn't use, there was your extra room for the PvP skills. HMM. . .
- People claimed it was bad and "toxic" all along, yet they also said it was dead til 3.5 and Freelancer/GARO/Chat restriction. . . How did they know it was so toxic and bad if they spent all that time not participating and avoiding it? HMM. . .
- People claimed gear advantages. . . Yet Frontlines introduced item level syncing. Sure it was possible to min/max stats, but as of the end of Heavensward, this only required a MINIMUM of i190 gear, which in some ways was harder to get than 250 gear, plus GARO introduced easy-to-get i235 gear, all of which was synced anyways. HMM. . .
Also, with the addition of XP in PVP, half of the players in your alliance fall in 1 of 3 categories: bots (50%), players going for xp that ignore all objectives (49%), and players that are actually trying to win (1%). Don't get me wrong, I like that xp was introduced to PVP as it lowered queue times, but now it's just harder to win because of so many inexperienced players or players that don't care for PVP.
Yeah, it was a good idea in theory to allow the players that actively PvP to gain XP that way, but the infamous "Raubahn Ex" bug and the overall willingness of players to exploit content the otherwise wouldn't touch for XP really ruined it.
It's literally why we can't have nice things.
I think it was good and Seal Rock / Seize is the high point. At its peak when that mode was popular and there was less botting problems, it stayed plenty fun for a lot of consecutive matches. Even now with the changes to pvp, that map and ruleset is still great since tactical gameplay and teamwork trumps whatever flaws there are in job balance.
I was just thinking how much more fun this game would be if the Secure and Seize maps were both still popular, 72 players matches happening on them every day. I'd have a ton of fun being able to pick the map I want on any given day and actually do it with short queue times. I'd love a garo type rewards revival of all the modes... need people playing ; ;
It's worse than that.
SE works on numbers and data that are interpreted only on their side, and said data is often skewed. They don't listen to the players that actually PvP, they listen to the majority that don't PvP, yet say it's so awful. And purely because they represent a larger number, apparently, they have more relevance.
Imagine if they made sweeping changes to crafting based on the feedback of non-crafters? Or changed jobs based on the people that don't play it?
I continue to just be more and more disappointed, and less motivated to play FFXIV at all since 4.0. . .
Marked-research in action. Since early 2000's SE -like most AAA companies- relies more and more on marked-research. It was always a thing, but for the last 10 years or so, it seems to me the marked-research team always gets the final word.
Yup, I feel the same. I guess I'll unsub eventually, but it's hard to do that with a character you've invested so much time in. :P The trap of mmos...
I dunno man, making changes to PvP based on the word of non-PvPers is like balancing raids on non-raiders. Somewhere, someone has to ask "Does this make sense? Is this based at all on any feedback we've gotten?" They claim they learned to listen to the fans from 1.0, and yet, PvP seems to be that giant exception to the rule.
I really love the game, and enjoy making PvP related content, but between these questionable changes, and the generally dismissive/hostile/allergic reaction the rest of the playerbase has to it, I'm starting to want a different game to make content for. . .
Well, SE is rumoured to make weird decisions at the helm, so it could be that. But if you take into consideration how shoe-horned PvP was in this game, and that it caters to casual players, I think it's reasonable to assume they would rather strive to keep the casual core happy. That is, battle hardened PvP vets may have a free word, but if any data suggest otherwise, despite what said PvP vets may say, they follow the money. I would say that would be the safest assumption, and why they won't communicate properly. The things we do hear from them match pretty neatly with this assumption (replies are always vague). But of course, I have no idea what's going on; only assuming based on own experience with AAA companies (I've worked in 2 as a programmer).
Battle-hardened PvP vets were the ones PvPing. The "casual core" was too busy parroting the misconceptions of PvP being toxic and bad, while avoiding it altogether. It's a case of a minority that actually experienced it, verses a majority opinion with little to no grounds or evidence behind it.
It's like me saying "Stormblood is bad!" but I haven't played more than a few minutes of, or any Stormblood content yet at all.
What I'm trying to get to here is why SE acts like they do in regard to PvP vs feedback. What is the reason for the ongoing 1-way communication, and the vague replies at best?
Are they trolling us?
Are they incompetent?
Are they shy?
There are a lot of possibilities, but afaik, unless you seriously research (like, serious serious, private detective etc.), all you can do assume/guess within reason. If you manage to come up with a reasonable explanation, it may help getting through to them (but if my assumptions are correct, then we're dead in our tracks as of know).
Despite of size and the toxicity of this "PvP" community, are you sure we are more knowledge than S/E dev themselves? It sounds very arrogant to claim so. There is a fatal bug with Monk's PvP action Riddle of Earth after patch 4.11 in which "that" community found it right away. The bug caused "reduce the damage taken by 10%" into "damage taken increased by 50%" As of today, no one in this PvP forum ever notice it yet. Are you sure we are really that knowledge as we claim so?
Probably because most PvP vets know Monk is fail out the gate in PvP for the most part. They can be good but if you notice in most matches almost everyone is ranged as there is no survivability as a melee especially in 72 man. The wind up on MNK is the most brutal part. Why MNK when you can NIN/SAM/DRG which have a way to escape and you can get your burst off faster.
I'll be blunt. The majority of longtime PvPers are either banned from the official forums and CAN'T say anything about it, or they've all but given up on PvP and/or being legitimately heard and responded to on their concerns.
But since you're trying to make that point, here's a few threads I want you to go read:
"The New Chat Restriction in the Feast" - Please tell me how this fixed "toxicity" in the Feast and how it avoided all the issues the community said it would create?
Any of the "Feedback: [Job]" threads from between Stormblood launch and season 5's start
"Absolutely no balance changes for PvP in patch 4.06?" (This was where SE themselves admits that they didn't get enough feedback for job balancing in the preseason due to working on Omega Savage, yet started Feast season 5 anyways.)
Also, don't speak of toxicity in the PvP community as if it's such a rampant issue when that claim has been so repeatedly disproven many times. I can only speak for Aether, but because of the community's size, many of us simply know how to behave ourselves, and often times it's people who AREN'T regulars or PvEers trying to exploit or skate by without participating that prove to be more nasty than those that regularly play. But again, I can only speak for Aether. If things are THAT toxic on Primal, I'm sorry to hear that, but that's still not a wide example of the PvP community, and your problem to deal with besides.
Thank you for your response, but toxicity isn't the main focus of the discussion here. The point is simply being: are we really that knowledge as we claim to be? I gave you a solid example to show our community is not as that knowledge as we believed to be. You were simply wield it off by gave a blunt response that those elite vets you are referring to are either can't post any more (due to their own toxicity) or don't care any more. It is very contradicting to what you have said and strongly emphasizing on.
Unfortunately your argument is weak because not only certain Discord has proven you wrong also FF14 reddit is clearly not aware of this bug. I am simply trying to ask you, are we really that knowledge to tell FF14 devs that their design logic is wrong?
PvE'ers are the most toxic typically. They show up for their roulette and dictate how the match should go. I know who is a regular and who is not as you can tell. I am on Primal and it isn't that bad. The regulars typically don't give a ... how the match goes. They just go with the match and have fun. Regulars are typically after battle high/fever and want to overrun the other teams.
It isn't how it always goes as there are exceptions to the rule but this has been my experience.
My experience is much the same. Regulars are used to both winning and losing. It really becomes secondary to enjoying the match. That's not to say they don't play to win, but they generally don't get as nasty or quit as easily as nonregulars do.
I can say from experience, the FF14 Reddit is NOT the place to go if you're looking for any kind of PvP info. There's a rather open dislike of it there, worse than here.
You also assume far too much in the above statement. You also didn't answer my question at all. Tell me how it speaks of the devs knowing more than players when they restricted Feast chat despite players pointing out that silencing everyone would create problems when helpful players can't offer advice to their team? Tell me how it fixed toxicity when completely new players come in with the impression that spamming "Nice Job!" is somehow helpful and NOT just as toxic the moment something doesn't go their way? Tell me how it stopped people from sending nasty tells to one another if on the same server after a match. One big blanket silence to fix all that toxicity, right? Right. . .
Tell me how it showed they knew better to say "Whoops! We didn't get enough feedback from the preseason, Please participate in Season 5 so we can gather the data we need" when I said in that same thread what would've been a better approach would've been to extend the preseason - now that they weren't preoccupied balancing the raid - and encourage players to actively queue the Feast so they could get what they needed? Tell me how it made sense that a community rep didn't say anything until after the fact when that's exactly what a community rep should've done soon as they realized they didn't get enough "feedback". You know, despite the threads I mentioned that were LITERALLY titled "Feedback: [Job]", created during said preseason BY PLAYERS who played those matches.
How about not accepting screenshots and evidence because of the possibility of faked evidence, and how effectively that's helped with dealing with all the issues of botting in Frontlines and wintrading in the Feast, all 5 seasons of it so far?
Shall we take it further? Remember when players wanted PLDs to block magic and the devs' design logic was "No, we don't want PLDs to be able to block magic"? Remember what tank job wasn't being taken into Gordias, where most of the attacks were magic based?
How about that time they adjusted Ninjas because players found a better rotation than they originally planned for?
"Something something, don't want to lift GC restrictions because of the possibility of 'moral degradation' of players" . . . then they did it in 3.5 and look how short PvP queues are now.
Play devil's advocate if you like, but if you want to use one annecdotal example of something the community didn't catch, make sure you take note of all the times they DID catch something, or even forewarned the devs about it.
BRD is probably best solo class after healers when it comes to FL pvp, you can do fine as melee but your strat is way more boring than it is when playing ranged. You really cannot rush in the fray as melee anymore so instead you do some sniping, pvp revamp in SB made all melee jobs way more boring than they used to be because their performance is so heavily affected by whole team specially if you don't have healers(no healers? well theres no point to really play melee or tanks then, you can contribute much more as ranged if this happens).
A big reason there's such a disparity now between melee and ranged is the imbalance of cc between the jobs. MCH has the only aoe stun in PvP and it's been reduced to 2 seconds, and now with a resistance immediately applied. BRD has a bind. NIN has a bind, a silence, and a stun. SAM/DRG/MNK? None of those.
Now for those that might say it was imbalanced before, melees did a lot of damage, and still do, but the reason they were able to counter ranged was being able to close the gap and lock them down to be able to deal that damage. Alternatively, ranged cc skills allowed for escape or counteroffensives. And now? BRD burst can still kill in an instant if the target's at like 60% or less. MCH hits like a melee, but at range. Caught up to one? Get stunned, get knocked back, maybe catch a DoT with Flamethrower, then watch them bolt away. Oh that too: Sprint was universal. Why they felt it shouldn't be, or rather why they felt it should be an option among several other good optional skills is beyond me. But things were a LOT more balanced when everyone - tanks and healers too - had cc abilities (that ALL shared the same diminishing returns) to use for offense or defense.
Let's look at the dev's track record then:
"People on the internet are mean" - We will remove chat
"Too many buttons for pvp" - We will remove them
"Healing is hard" - We will make them Over Powered
"Pvp is still to hard, is it ok if I cheat" - We will help you by denying any kind of evidence submission
"I still can't win" - We will add mechs, turrets, and npcs
"I keep dying" - We will start providing echo bonuses
"Pvp is boring" - Play something else or please look forward to e-sports
I'm not going to say the devs "don't know what they are doing", but I will say "I have no idea what they are doing". They tell us they want to separate pve from pvp, but then rival wings? Maybe we are getting a bad translation and they meant to say pvp should be more like pve.
Let's be real, they're following League of Legends footsteps here. Since the game have been millions+++ playerbase
Plagiarizing the following things:
1) 2 "additional skill" ( summoner spell )
2) Traits ( Rune/Mastery )
3) 9 button playstyle ( 4 button for League of legends )
Let's not talk about these part:
1) Mechanics for CC
2) Item mechanics
3) DotA2... Legacy mode, especially Invoker, meepo, syllabear, etc etc
But since the ff14 game(PvP) in nature doesnt allow player to :
1) Build item accordingly to counter enemy team
2) Fog of War ( we have something similar in ff14 but no "wards coverage" )
3) Chat..... ( LoL have the system that allow you to mute the specific player )
SE policy regarding the game
1) Chat restriction, replace with "quick chat". That will eventually build up and contradict the 9 button gameplay decision
2) No Video/Picture proof to report against abuser/cheater
If we compare ff14 against LoL, we will notice why LoL actually have better customer services
1) Riots' employee actively surf reddit / their forum, and respond to players whenever there is a question regarding the game. ( I know ff14 japan forum for pvp have more interaction from SE )
2) They accept videos and screenshot as proof.
As for their statement regarding "There are more players playing PvP than before now"
1) Experience point
2) Faster Queue time for DPS compared to dungeons
3) GARO event happened when chat restrictions happened
4) Cross Server Party Finder
5) Feast Mount reward ( actually a better reward compared to the old )
6) Stormblood Raubahn congestion
7) Botting because of EXP point
8) Cross server Party Finder, FOR CUSTOM MATCH
I've completely stopped playing PvP for this game unless its a custom match. Not to mention, League of Legend released a new "Rune System" that is actually super fun to play. I still have so much to say but I'm too lazy
old pvp was a bloat on hotbars, not only did you have PvE stuff, but PvP stuff to boot, combine that with how much there would be with the level difference between level 30 - 70 + Stats that matter + New level 70 skills? Would be a mess, and you would have old pvp where it was drying up faster than water in a desert.