Custom match mode can be used like a training mode also. I might start PVPing myself now
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Custom match mode can be used like a training mode also. I might start PVPing myself now
Care to explain why? More variety only strikes me as a good thing... I've already done Secure in Borderland Ruins plenty of times, I'd much rather have some variety injected into the game through new maps... The maps themselves might need some adjustments (Seal Rock in particular), but the slightly different layout would provide more variety... Secure in Fields of Glory would be subtly different from Secure in Borderland Ruins, and personally I'd love that...
It could also allow for some player choice without impacting the roulette... The roulette would get a group together, put them on a random map, then that wait time could be used to vote on the specific game type, though that is likely beyond SEs abilities...
And is beyond what roulette means.
I can understand that it's much easier to manage this sort of system while it's restricted to one area, but is there any chance of expanding duel functionality to other areas depending on how it's received in 3.38? Even if dueling outside of the Wolves' Den Pier is restricted to mutual friends (or in other ways to prevent griefing), it would be a nice way to kill time out in the world.
I think the limitation exists because PVP abilities can only be used in PVP areas. Wolves' Den Pier is the only place you can travel to (not queue into) to use these abilities. If we could use them anywhere, it would be a balancing nightmare (unless the use of these abilities was restricted to players and training dummies).
I tried to get into pvp some, but no one plays it. Queue times are just crazy. They should allow dueling in all sanctuary locations, like other mmo's do. I feel like se have invested a good amount of time developing an expanding pvp in ffxiv, but its still empty. Just like chocobo racing, verminion, triple triad, all largely ignored now by the vast majority of players.
The events in gold saucer are mostly dead due to being out a long time now with no new updates or rewards. The same goes to pvp modes and all other content within ffxiv. Once they are out for a while ppl slow down or dont do them at all. New rewards can bring life back to old events. SE show it has work with birds and pony for ex primals and relic runs for old dungeons and so on...
Duel mode might boil down to just who can execute their opener with better but lets see what happens when it goes live. Im surprised at the OP that no one mentioned Warrior's Holmgang. Am I the only on that think its bugged and not working as intended? Currently, momentum, slight terrain elevation (ex low inclines, small hills, etc) and distance affects the draw in effect and more often than not it always leaves your opponent out of melee range. If SE needs tips on how to fix this just look at the fix Roadhog got in Overwatch for his chain.
I second agree with the warrior holmgang, the draw in needs to be more quicker and with a stronger jerk and not a slow slow slow very slow pull back.
Field of Glory is really dumb, it's really hard to make comeback while one GC already break many big ice. Please fix it as quick as possible...
Please address base camping nodes as well. This has been an on going issue and only promotes grief-ing tactics. This in my opinion is similar to spawn camping and that is very unfair. Place a vulnerability debuff for anyone not in your gc and a buff for anyone who is, when attempting to defend an opposing team from taking your base node.
With regards to how crystals work emphasize less on how much damage needs to be done but instead focus on number of hits done to the crystal for small ones. Large ones are okay currently though I do feel like I'm fighting an A rank hunt against other players.
Also, a lobby matchmaking system would go a long way to ensure quality pvp and make matches more streamline and involving. I imagine there would have to be one if cross server party finder were to become a reality.
I am mildy groaning at the restricted times idea.
In case some people are unaware - we once had very quick times for the feast when it came out. People didn't stick and that's why queue times increased. And why didn't they stick? Not because of long queue times, that's for sure at least.
Restricting the time would consequently do absolutely nothing except reduce the playerbase further, namely by everyone who can't play during the peak time for whatever reason. There's no way the window could ever be widened, because queue times don't just "happen", they happen for a reason and those aren't even considered >_>
Gee...
Yes - but what good does it do? As I said earlier, we had super-fast queues in Feast once, both in 4vs4 and 8vs8. What happened? People left. 8vs8 no longer pops at all, 4vs4 is struggling as well. What made people leave? It wasn't the queue, because that was fast. Whatever it was, it's going to make people leave even if the queues are faster in that window, so it doesn't help the population one bit. Queues are just a symptom, not a cause and SE seems fixed on fighting the symptoms without even investigating what the cause might be. In PvE, you can crack it up to boredom through repetition, but in PvP, that's a small factor.
Furthermore, even the extend to which queues speed up is questionable, because the entire effect is based on people changing their schedule to accommodate the time window - people who already play during peak hours are available either way. Only people who don't play during peak hours can possibly be used to reduce queue times in that window and out of those, only the people both willing and able to change their schedule will be additional bodies. If you can't change your schedule (night shift for example), you just fall out of the pool completely. Same goes if events you deem more important happen in that time window, such as raids or just social events - which, incidentally, tend to be set to peak hours because most people have time there. A very nice way to set up conflicts within a social circle.
I just don't see the benefit, all things considered. It's like they want to shrink the playerbase even more out of a morbid curiosity when the first data center won't even have 100 players anymore to fill the top spot.
I do like the idea of an open world (in a field or two) PvP even if it's not cross server (although that would be ideal). Instead of que'ing for matches, these matches are set to start at times, such as every 30 minutes. In addition if there are multiple modes of the PvP in this realm, the times are set so one can just jump from match to match in different modes almost seamlessly if they so desired.
I don't see a need to set match times, especially if this an idea like open world (instance or not) is set. Players quickly find out as it is what times are best for PvP, the only thing you're restricting is players who play at off times.
Camping bases is a legit tactic. As NIN, I camp bases. Kill the randomo that comes to try take it back, go straight to their spawn to kill him again when he comes out then move onto another GCs base because by this time he has said in chat that I'm here and people will be there to back him up or I just stay, see who comes and 2v1.
They actually need to make bases worth more points to promote more PvP interactions. When you couldn't win when the score was 1800 in 72 the most PvP happened from 1600 points to 1800. Ice needs to be less points way less or Base and Kills have to be way more. You should be able to win a game with at least 10% of the ice left. If the goal is PvP over PvE interactions.
That doesn't necessarily follow.
The people who are already playing at peak times are there anyway. So, the queue time is the same. The only way it would increase is if people who are not queuing at that time suddenly start to, but that would only happen if they could start scheduling their play time to revolve around the Feast queue window. Unfortunately, not everyone has that kind of freedom. Work and school schedules don't give a damn what time the queue window is, and players can't exactly reschedule those things to accommodate a video game.
Paladin stun really needs to be nerfed. It's like a death sentence for whoever getting locked by a paladin.
BRD & MCH can do high damages while they're hiding behind their friends. It's kinda unfair. It's pointless to play melee since those two jobs can do as much or more damages while they're in their safety zone and can run around freely (unlike mages). They also do more damages to the ices compared to mages.
The thing with PLD stuns is if they go overboard with it, they make you resistant to it, which only then works against them.
As for BRD/MCH, I can speak from personal experience that there is no "safe zone". I regularly get triple/quadruple teamed (and rarely healed, sadly). If a BRD/MCH is close enough to hit you, you're close enough to hit them, and speaking strictly for the MCHs, we have no defensive cooldowns to speak of. So if caught/attacked, it's life/death for us to do as much damage as we can, especially if our team doesn't back us up.To avoid that, many maintain a distance, pick off weakened targets, and stay close to a healer that (hopefully) keeps them healed up if/when attacked. And there are already plenty of ways to deal with that.
And done pvping as blm tired of blm getting gimped
Ermagawdood! Me like soo agree with this. And while were at it lets also nerf:
-the different varieties of Ben & Jerry's Icecream available
-the amount of kittens born each year
-the duration and intensity of the typical orgasm.
Seriously...leave shif alone. For godssake, give the blms and plds a break. Feastwise, if the pt is smart enough to space itself out well and keep pressure on the blm, especially after the def buff goes, it gets put on life support (and ya, I see the rankings on the JP data centers...but thats just a play off general stupidity, don't punish the blms for it (i r drg and brd btw..wouldn't touch a mage job) Is sleep and bind annoying? Hell yeah. So are Holmgangeruyg-w/e, shadowbind, leg graze, tribind, the whm pushback one and the nin jutsu. Does that mean theyre all getting gimped too? As things are now, very few (NA servers at least) play the job to begin with, even less with some degree of efficiecy, so why hurt it even more? Cuz as it stands, if blm overuses said abilities, resists start happening anyway.
Same thing and probably moreso with pld. When I think of pld, I think of 2 things...stun..and cover. Thats all. I dont think of damage, dont think of cures, nothing else. So why lower one of its signature abilities? Pld rightfully SHOULD be able to stun longer than anyone else, and yes, Ive been killed LOTS of times by those hourlong stuns. Theyre tactical tools that work wonders just as blm's abilities, and ya, if overused, become useless.
Only change I can see necessary is drk (which they said they'd do anyway) I keep seeing all these posts about drk being very useful in the right hands, its simply the people using it-yadda yadda bullshif. To this day I STILL can't find a use for a drk tank in feast over filling in the tank slot to simply make the match pop. I mean hell..give drk Omnislash and Lionheart, something..anything. Cuz as it currently is, war > drk hands down. ..well war > pld too but another story.
Anyway 2 thumbs up for freerole 8 vs 8 *coughpoormansfrontlines?* and duels~ Go take a buddy and get some serious training and footwork down. Good times.
Not sure why people want to nerf WAR's Holmgang but not PLD stunlock.
Holmgang can be purified and just run away. PLD on the other hand, if a PLD decides to lock someone, there's almost no way to counter at all.
Cuz' Purify and Fetter Ward don't work on stuns? That's news to me ... and god forbid people actually CC the Pld, right? It's not like stuns, sleeps, binds, and knockbacks don't completely ruin Pld stun combos or anything ...
In case you can't read sarcasm, there are a lot of ways to fight against Pld stuns. The timing for Pld stuns has to be perfect. There's no room for error, so literally any interruptions to it will throw it for a loop. This is especially the case for ranged players, because Pld has no gap closer. Even if the Pld does successfully do a full stun combo, they have to halt their dps. They're completely reliant on the team to score kills, so there are plenty of downsides to those stuns. People just need to try spending a little more time using their brains to counter CC, rather than just mindlessly demanding nerfs.
You can't stun/sleep/bind/knockback the paladin if you're already stunned by that paladin. You also can't pop any self-heal or Fetter Ward while being stunned. The only choice is Purify and you're gonna get another stun after you purified it.
The other option is relying on your friends to do something but that's not a real counter.
Firstly, that is a real counter, because it's a team game. You might not always get the best team, but that's no excuse for pretending that you don't have one. If you're worried about it, you could always set up a CC'd! maccro of some kind to let your healer know you're in trouble.
Secondly, if you know that the Pld is going to stun people, because that's pretty much all Pld's can do, then why are you not prepared for it in advance? If you really need to avoid being stunned (say, during your burst, for example), then you should be using Fetter Ward before it even becomes a problem. It's really not that hard to plan it out for your bursts. It's also, most definitely, not the Pld's problem if you're being careless.
Besides, even if you mess up and miss the first stun, that's still no big deal. You have a window between each following stuns to pop any of the above mentioned counter-measures. Healers do it all the time by being johnny on the spot with their use of Fluid Aura, and it's no surprise, because they have a full four seconds after the first stun to do nothing other than target the Pld and keep their finger over the button. If you miss your shot, too bad. That's your problem. Work on it for next time, but don't expect Pld's to be punished for doing their job properly.
http://forum.square-enix.com/ffxiv/a...3&d=1472272127
Well, I look forward to Wolves' Den Pier getting a new breath of life, hopefully... My God, is that ugly though... Slap a square box onto the zone, hope that's just a poor camera angle, I'd have just used the Fold map personally... Glad it's open world and not some form of instance either way though, all I ever wanted from duels was a PvP option while waiting on queues...
Dragoon, Monk, and Machinist are so overpowered.
please re-balance.
http://i.imgur.com/ywbGB4S.png
I don't mind that at all. It looks like that small middle platform is set up with more dummies, so there will be a good open spot for training and practice. The large square box isn't so bad either. It's a non-instanced area for dueling, so it doesn't have to be overly complicated. They might have added a couple more walls around the middle to give us more to work with, but this is fine too. It's not like there will be teams playing in that space, and I doubt there will be too many people in it at once. As far as training goes, it has pretty much everything you could need to show new people the ropes. Nothing flashy, but it will function just fine.
Speaking only for MCH, high burst offense is all we've got. We have no defensive cooldowns (Keen Flurry, yes, but when you need damage mitigated, leaving it up to chance isn't a great idea, plus it does nothing against magic), and ONLY in PvP do we finally get a self heal (this also effectively means the other DPS jobs have 2; Second Wind/Physick and Recuperate). Our CC is limited by questionably shared cooldowns (I mentioned in a different thread that SMN's Miasma applies Heavy, but they can still use Tri-Bind too. With MCH it's one or the other, and both trigger the other's cooldown) and we still remain slaves to the "support DPS" concept. If you nerf MCH offense, we won't have much else in PvP.
That's what MCH and BRD should be, a support DPS. They add damages to the target but shouldn't be the one burning down the target. That's a trade-off for being able to do damages from long range and can move around as much as they want. Right now they're long ranged jobs and also do high burst. It's too convenience.
This is so sad. These jobs are "overpowered" because you have a hard time imitating a fraction of their damage.
Oh, how about this, let's nerf ninjas hide so that they don't have so much presence over bases forcing you to leave someone back just so the ninja can't constantly "ninja" your base.