So you need situational awareness in PvP?
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One thing that definitely needs changed is the timer on death. It shouldn't count to zero and then release you to the safe zone. Because there's extra seconds of loading AFTER you are released and then extra seconds of the raise animation.
It should immediately release you with a "Down for the count" debuff.
I actually enjoy it now that I've learned it a bit. Definitely needs some tweaks though. Namely CC diminishing returns is needed, classes need to be tweaked a bit and matchmaking could use some adjustments.
It's a glitch.
No other job in the game has the ability to casually disable ground AoEs using their CC and this same interaction also occurs in some PvE encounters that use transformation debuffs, so I'm inclined think they just copy-pasted the code from the enemy debuff into the WHM skill.
An entire rotation with 3/4 skills? And yes it is related. Some of then i wish to have at pve. So yeah its worth it lmao.
Everything about current PvP is very nice, it is much better than before and parts of it feels a bit like when HW was the expansion to play, those who don't like it, pity... but it works better more balanced and more strategic than before, it require more effort now, and that is what may ticksome people off who more or less have been wanting a free ride no matter the content they do.
Pretty clunky, this was expected, however. I do, generally, like the mode more than previous PvP, but it needs some adjustments. Role distribution in casual (not sure about ranked) needs some looking at.
Played 10 games today, lost all of them really fast except 1 which was close.
Not that I mind all that much since I still get my rewards, but it's still nice to see my luck lol. (Granted I wasn't a big help either since I didn't really look what the skills do)
Yeah, of course that can happen if the other team isn't very good, or the players unfortunate enough to get a bad comp are good. While I appreciate how fast the matches generally are, and how quick it is to get into one, it still can get pretty annoying.
Aside from that, I also still can't say I really like how players can't really chat with their party. I actually wouldn't mind them adding little emoticons. Like what Lost Ark has, for example. I am biased though, because I like emoticons.
The quick chat options are okay, but they definitely aren't adequate for complete team coordination. They get the job done, but only if your party is actually paying attention instead of tunnel visioning some random dps and chasing them across the map, which is probably 85% of the parties I get grouped with. lol
I generally have gotten people semi-trying to go for the objective in most of mine (a little over halfway done with the battlepass), but have still seen that happen a decent amount. It's part of the reason I suggested emoticons, plus they could make nice little in-game rewards, even as part of a reward tier.
I wish healers were as fun in PvE as they are in PvP lol.
Speaking of help, I'm not sure if the game even has that command. Sometimes I really would like to send out in chat, that I need help, when I am getting tunneled by someone or a couple people (I just play WHM). I haven't really played PvP much in this, but it'd be nice to be able to mark or alert party members to something on the map. I don't really know how to do that, or if you can do that in this game's pvp, or this mode.
It's pretty funny seeing all the usual PVP complaints here about "my team mates are dragging me down" and "the meta sucks". People need to get out more and PVP in lots of games to unlearn all these complaints and adapt. Is every suggestion unwarranted? No, but there's a lot of "the game should be changed because I don't understand it" going on.
I solo:ed a NIN and DRG on my NIN, was first a 1vs1 NIN vs NIN then the DRG came running in.
I legit thought the DRG was my ally at first I didn't even realize they were an enemy until after I had killed th NIN lol.
So yeah...
I think a lot of people are running in and aren't using their skills a lot, they're spamming their combo and then they drift off and their bigger hitting skills are just sitting on CD.
It was the same when I played RPR on the same day, I could have three people focus me and still take one or two out I dunno wtf people are even doing sometimes.
Nerf / rework healers ( WHM / SCH) doing over 5 -6-7million damage per match no matter the PVP mode its insane/ ridiculous they are dealing 3 times more damage than SMN/DRG/SAM.
Fix purify because it doesn't prevent CC only removes it 1 time.
Guard sometimes doesn't block 90% of damage and bahamuth limit break still hits you for full damage ( happened to me twice )
SAM LB shouldn't do 58500k damage, MCH LB can't one shot people unless you are heavily debuffed.
Bring back CC immunity you shouldn't be chain stunned/silenced / pushed .
You can't "adapt" to being matched with a bunch of lemmings who think it's a good idea to repeatedly keep charging into 1v5 situations while expecting to not get instantly melted.
As another poster mentioned, it also feels like some people just aren't using most of their buttons judging from how abnormally low their damage dealt/healed values are at the end of a match.
besides the major unbalance issues - MCH and RDM are op, ninja can't die. samurai LB sucks unless kuzushi which doesn't last long enough and doesn't apply sometimes. WHM forever can heal. and RPR just sucks on all fronts.
that being sad, I do enjoy pvp. its really fun.
I like the fast paced PVP over the dragging one from Frintline but lets be honest PVP is not balanced at all. I got CC locked for sweet 10 seconds because WAR dont need resource management.
And CC from a distant ? You mad SE ? Why is healing on AST limited but WHM can go enrage with it and so on but still fun ^^
I play Destiny 2 PvP quite heavily as well. Much like Crystalline Conflict, matchmaking is the biggest complaint most people have, with lower skill players being placed against the best in the world or matches where a single good player is matchmade with several bad players against a team of decent players. What happens is this drives away lower skilled players and those who feel they're being screwed over by matchmaking, which kills the population in the end.
When you don't have control over who you play with and don't have the ability to carry a team solo, no matter your skill level, it's not going to feel good.
That's honestly my biggest complaint about it.
I agree to a certain degree, but it is no secret that WAR for example is dominating. And not to forget WHM abusing the „Cure“ bug. On the other hand you have jobs that are basically useless atm like BLM. There needs to be some balancing, but it‘s kind of a given because the pvp changes just got released. The jobs are getting still tested, but WAR being a bit obnoxious for example is kind of obvious.
IMO it should be treated as a beta. That's what it is. It wasn't thoroughly tested - we are testing it now.
See this here is what I mean. You NEVER have control over your team mates in ANY PVP game, the only thing you have control over is your own performance, it doesn't matter if it's FF14, League, Overwatch, D2, whatever. There are so many players in these games that statistically for every time you get 3 idiots on your team the other guy has 3 idiots on his. If you concentrate on your own game-play then you WILL climb if you improve. This isn't to say that one game feels great, it doesn't but CC addresses 90% of this issue by 1) having a pretty wide latitude to performance carry and 2) Super short matches.
This concept has to be re-explained again and again and again in every ranked PVP game and even then people just refuse to believe it, the raging about "teammates" just goes on and on. People just can't accept that ELO works and to stop worrying about your teammates.
As soon as people are getting curb stomped in PVP they're just *play dead'ing* in the spawn.
Certain jobs are highly overtuned while other are heavily undertuned.
It's just another rush job by the devs. Zero thought or effort has been put into it at all.
SE just needs to make a decision if they want this to be casual or ranked. If they go casual, just drop the top 100 and tiers. It's not needed.
If ranked, then they need crowd control immunity, balances, better counter play, tier demotion, and a countdown system (from 3 instead of 5).
they lots of balanciign tot he mode some job as people have sai are op i also thing all forms of CC, sleep, sliance fear the tank pulls that has to go as not all calss has accues to and you can stun lock people. after they gave ever one a heal and guard but not ever get a cc sleep stun
the ranking system need a change.
it has to be based on ur performance, not only win or loss.
party compositions need a change too. match making should be based on same tiers
Well you have 2 cure charges, if you move while casting your Cure (break your casting) all your charges reset so you will have 2 again. People abuse this to heal the tank nonstop.
https://youtu.be/SV8TxHreZCc
I have a lot to say on this subject! I have been playing the PvP nonstop, and in the process I have come to a few realizations, sadly I can only say 3,000 characters per post, so it'll be broken up a bit.
So, I really like the start of these reworks, but there are some conceptual issues that make it a bit difficult to consistently enjoy. I'll mostly be talking about Crystal Conflict during this:
So, I was hooked on the new PvP, I felt like it was making the steps required to make FFXIV PvP actually positively talked about, there are some flaws, but I don't think they're unsolvable, and if they ARE solved, we could be looking at something special here, so I'm going to go down a list in bullet point style to make it easier to read, and I want to see if maybe everyone can come together and reach common ground on some changes:
First up- Crowd Control: Purify is a good start to fixing the problems of players being stuck in situations without an escape, most MOBA games have Cleanse options in them for this very reason, but Purify sadly is not enough it seems. Certain Class Combos can severely inhibit your ability to... well, play at all, and that's downright not fun. I understand it's not fun to have someone wiggle out of a stun that you specifically put on them, so here's what I think might help ease this issue a bit (programming challenge aside):
I think they should add what is known in fighting games as "staling" a move eventually goes stale if it used multiple times, losing potency. Like the mitigation that we had before in PvP, I think introducing another mechanic to prevent constant Crowd Control chains is not only a good idea, but a requirement to keep players engaged. As it stands, AST, WAR, RDM/BRD as a combination, can prevent you from being allowed to even hit a button, for an unreasonable amount of time. Silence stopping your ability to, well use an ability, and the stuns of WAR, following the AoE Slows into Binds of AST, while you're silenced is downright miserable. You can't do anything, and nobody likes that.
So, I think that stuns should lose efficiency the more a player is exposed to them, just like in PvE how you can't CC Chain Mobs repeatedly, Players should have the same luxury. How they tune it is important, but I think it is a serious issue that needs fixing.
-Next is Matchmaking: as it stands, there is what seems to be almost NO Matchmaking for Crystal Conflict, which means you don't have an even fight, even in Ranked. The enemy could have 3 tanks, and 2 DPS, your team could have ALL DPS, for a "Ranked" mode, this is inconceivable, I don't need to explain this one more, I think this NEEDS to be changed.