Not for a tank. I can queue Expert Roulette. Instant pop no matter what time of day. 15-20 min runs at 40 eso each. Meanwhile the PVP queues, even during primetime, are 10-20 mins just to get in there, and only reward 20 eso.
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Wow, that holy paladin damage is appalling.
I gotta say though, this game has by far the best "WoW-style" PvP I've ever played, if only for the fact of gear syncing. Having your face repeated stomped in because you don't have the correct gear is awful. Especially considering in most MMOs, the only way to get said PvP gear is to be a massive parasite on your team and hope to get carried enough.
No, it really isn't. The queues are so long that you'd waste more time sitting around than actually earning tomes.
People should see PvP for what it is. A diversion. It's not going to be considered main content, since the entirety of the combat revolves around PvE skills which simply can't function as they should in PvP. So we end up with a horrible mess of instant spell interruptions, skills being nullified and everyone leaning towards DPS classes.
So yes, it really is the worst PvP I've ever seen in an MMO as well, but then it was never designed for it. Is it really all that surprising?
When it comes to PvP its all about numbers. Either let the opposite teams fight it out while you sit back and gather up the points or you over run a group with numbers. Doesn't matter how iron-clad your plan is, if you get out numbered you will not survive unless you have a few sleeps/freeze and AOE LBs saved up in the team.
I'm aware they used to be really OP in Seize. However, with the nerf to Holy, the changes to Lustrate, and the fact WHM HoTs don't stack anymore, I don't think healers are as much as a threat as they used to be. I've been healing in PvP for a long time, in many games, and this is the only game where I feel healers are really screwed over. Healers aren't threatening because they cannot fight back, they either flee or pray for assistance from their allies.
What I've seen work really well in other MMO's is to cut the potency of their attack skills in half for large-scale PvP. It lowers their DPS enough that it's not really viable to stack healers because their DPS is pretty poor, but it allows them to do enough that if they get into a 1v1 or even a 1v2 situation, they have a decent shot at coming out victorious (let's be honest, they get chased and cornered a lot so ending up in 1v1 in the 72-man PvP happens fairly often).
Besides. Paladins have high defense (in general + buffs), can do lots of damage (stacking Strength accessories), and have a heal that scales off of Strength, and have CC in the form of stun. Sure, they can't keep a whole party alive and they can't exactly Swiftcast Clemency, but they basically have access to a little bit of everything (tank, healer, and DPS) and they aren't considered OP. They have their strengths and weaknesses just as healers did with Cleric. They simply needed to change it, not remove it.
They can fix PvP shenanigans by getting rid of LB's, they're obnoxious, especially the melee one.
PvP needs to be taken into account in the earliest stages of game design, years before it launches to the public. This clearly is not the case for FFXIV design, so PvP requires more delicate attention, which the devs don't give. This is like the 10th time ive mentioned this on a PvP thread.
At this rate, of 0 balancing patches as far as pvp goes, i predict that the game's first season/ranked/ladder Wolves Den is going to be a complete failure. Which will cause the entire world to ignore the future seasons.
FFXIV PvP is very unfair and never been balanced.
really? most of the time i think the PVE is the minigame. most people raid like 9 hours / week max. then eso cap wich is like 30 mins / day for random expert. and that's it. so... you can easily play the PVE minigame between your PVP, gathering, crafting, gold saucer... endless grind.