So I've been playing CC for awhile now. Has its ups and downs. But a thought came to mind. I never played PvP during the Feast. What was it like? The good and the bad. I'd like to know.
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So I've been playing CC for awhile now. Has its ups and downs. But a thought came to mind. I never played PvP during the Feast. What was it like? The good and the bad. I'd like to know.
It was a bit more than team deathmatch because players collected coins from dead players so there was some strategy about who to focus target because of the points per player system.
https://img.finalfantasyxiv.com/lds/...-xEiI0kmhw.jpg
There were various maps and various modes at the start but in the end we only played ranked on one map Crystal Tower Training Grounds
https://img.finalfantasyxiv.com/lds/...i1xw_0JZ4A.jpg
Other maps were
Lichenweed
https://img.finalfantasyxiv.com/lds/...890xtjBOEg.jpg
The Feasting Grounds
https://img.finalfantasyxiv.com/lds/...ZkEAgKndQQ.jpg
4v4 solo
https://www.youtube.com/watch?v=lkT1ulryRm8
4v4 customs
https://www.youtube.com/watch?v=zk79Dx-y6ng
8v8 matched party
https://www.youtube.com/watch?v=5xyaTj8yR54
There were some destructible objects that gave bonuses
https://img.finalfantasyxiv.com/lds/...oFUcCkxu7c.jpg
https://img.finalfantasyxiv.com/lds/...0dZ3RpAKQY.jpg
You can still read about it at https://na.finalfantasyxiv.com/lodes...sden/thefeast/ though the page is starting to break and may be removed eventually.
Basically you had 4 players on each team. 1 tank, 1 healer, 1 melee, 1 ranged (magic/phys). It was an arena style PVP mode. Basically you won by having a higher score at the end. You increase your score by killing people and pickup up their medals. Medals dropped by deaths are all the same at first but they lower based on how often they die (and eventually if they picked up medals or not). The more heavy medal stacks they had, the more damage they took. Tank's job was supposed to pick up preferably up to 4 stacks of medals, CC (crowd control) and give shields or peel players off their team. Healer was supposed to heal and keep their team alive but ALSO manage their mana. Melee was the carry (big bursts/ LB). Ranged was the damage support (CC but also sustained damage depending on class).
The point was to focus down 1 player (preferably not the Tank in the beginning for obvious reasons) as a team. To do this, you needed to bait (make them waste) their defensive CDs or healer's/tank's defensive CDs and then swap to the target when he has "nothing" left to sustain himself (or his team has nothing to sustain him with).
It was great because it taught people how to:
1. Focus the same targets (you only see this in high tier CConflict games now)
2. Know when to use certain OGCDs
3. Use your intuition to guess when their team is going to swap to you or to a certain party member
4. Pay attention to enemy/party list
5. It taught people that if you're outnumbered and in a bad situation, to back away as a team
There's probably some more things that I forgot to mention. Diamond (and Platinum) Feast players have atleast these 5 skills and it carries really well into CC. Feast players are generally better than CC players (a Diamond CC player is basically a Platinum feast player - generally). Even in CC, gold feast players made it to Crystal. Highest tier in Feast was Diamond, there was no Crystal tier.
It was bad because:
1. It was toxic
2. Definitely high pressure on the healer
3. If your melee sucked, it made it harder to win (unless your healer was a god)
4. 1 mistake can easily cost you the game (accidently getting 10 stacks of heavy medal)
5. Diamond games basically relied on getting your healer the "mana pot" (I forgot what it was called). It was so important that the range would sometimes LB it to secure it for their healer.
People who missed Feast, missed nothing of merit; everything you were supposed to learn in it, you learn through general PvP practice and team coordination. Sorry if this was a bit blunt, but if SEnix dropped the ball anywhere, it was here.
Basically take everything bad about current CC, except the lack of diminishing returns and executions (as they didn't exist), and amplify it in the most ridiculous way.
That was Feast.
Suffice it to say, while you were supposed to be tactical in the mode, frequently, the only thing that mattered was timed bursts. That's it, and this was just people's normal rotations. The coin objective was more an afterthought (this likely differed between DCs), though you did need to be careful about being too overloaded.
Whoever got singled out as the unlucky person to endure it all literally couldn't do anything against it except pray their team could do something instead. No cover, no healing, no defensives, would save you.
In fact cover and Line of Sight itself was such a joke to the netcode that in the end it was a coin toss as to whether or not you'd be allowed to do anything at all. When the Crystal Tower map was the only choice it wasn't uncommon for players to be downed in their own base constantly either, right from the start. And yes long respawn timers and spawn camping was omnipresent.
Videos of old matches are interesting watches for sure. But they do not represent the true scale of how toxic the mode was in its end days, it was even harsher on players with high pings, they don't even get to play the game.
So honestly, if I was to recommend a deathmatch in any game to a prospective player, despite it technically fulfilling the requirements, Feast wouldn't make the list.
Why? It doesn't challenge you to get better, more reflexive, coordinated or responsive, it just conditions you to accept meta status quo and get better server connection. And fun only exists if you meet those two. That's it.
All its supposed good points exist in literally every other game and mode.
Crystalline Conflict by comparison, while not flawless, at least tries to be a fun mode that requires a bit team coordination to excel at. They absolutely need to get away from the whole push the cart nonsense, or at least make it more interesting, but comparatively, it's just healthier and everything good people got from Feast is just standard there.
This post was meant to be way shorter...
I only remember one thing:
Playing rdm, running and screaming the entire while as the other team made it their life's sole purpose to end me and me alone.
People already explained how the mode worked mechanically, so I'll only give my subjective opinion and feeling on it and the meta that developped around: the roles of feast: Healer, spamming heals to keep the allies alive while trying to stay alive on its own. Melee DPS: the pivotal point of the burst since half the team DPS was concentrated in that role, and was the one giving the tempo on which target to attack and burst down and when. Tank and ranged DPS: same-ish role in terms of support, with lower dps than melee dps, and supposed to disable the proper targets when the burst starts (tank stunned the target, ranged dps disabled the healer usually), while tank also had the responsibility to try and cover the allied going under enemy burst.
Bad:
- Everything relied on your healer, and below plat-diamond (there was no crystal rank) essentially 99% of the games were decided by who had the best healer, since team composition was fixed with pve styled trinity roles. At plat-diamond the melee dps was the second most important job because skill gaps between healers were a bit less sharp and more manageable. The skill level of the healers and melee DPS almost unilaterally decided the outcomes of games unless mistakes happened.
- It required pin-point precision in execution and know-how, meaning that most players didn't really know the mode was supposed to be played like this and lead to high clown fiestas under plat level. Gold was somewhat in between both worlds. Also extremely sensitive to the stupidest or smallest mistakes.
- Very heavily scripted scenario, once you knew what to do with your role and had your macros sorted out, it didn't require that much practice to perform at a basic level. High skill floor, although yes obviously, where the true skill ceiling lied was more in being literally glued to party lists because everything happened there. Overall, extremely unfriendly to newcomers, very obscure to get into.
- People already listed the insane weight of some roles (healer, then melee dps), but also of some gimmicks like the mana potion.
Good:
- The good for me was mostly in the mode itself, which was a deathmatch, which I usually prefer to that new push the cart mode.
- The medal system could have used refinements but proved to actually be a catchup mechanic for the losing team a bit. In comparison the current catchup mechanics of CC are wonky and sometimes can feel very wtf
edit: on the role weight discrepancies some may even recall the shift between SB's model and ShB's model where they introduced medkits (like our modern recuperate) to alleviate the weight of healers, not only in feast but also in frontlines. All in all it was a good thing for the modes, but it also backfired spectacularly in the feast meta where before the introduction the targets to kill were constantly shifting to take the enemy team offguard, when suddenly it wasn't possible a lot anymore due to the amount of self healing people now had, which then turned into huge attrition games where the same stupid target kept being pummeled to death again and again and again until they ran out of mana, and the healer couldnt keep up. Ultimately it was which of the two teams would run out of resources first.
Imo the best thing about Feast was it was very close to your pve counterpart. Just like weaving combos, setting up burst phase, and self healing button leading to a combo like [bloodbath]. I prefer it because the high skill ceiling involved.
Also many barely knew how to efficiently survive and keeping your med kit refreshing.
They had a good thing going and ruined it. PvP isn't meant for a general audience. It has to have salt for you to season up your gameplay. If not frontlines your way for tomes.
It's still the same story today too. Less buttons and people still barely know how to make their skills work to maximum efficiency. You're just playing a MOBA version of PvP now. Spamming Ults [Lbs] after a certain burst combo or rotation.
Tanks and healers were easy to kill if you know for to work your rotation and coordinate effectively.
Hell... even Dueling 1 v 1 was a great thing at that time during certain seasons and skill reworks.
https://pbs.twimg.com/media/E3ta3DaXMAEGC7p.jpg
Unironically like this.
It sucked and they should bring it back $$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$ sorry cat stepped on my k eyboard
Basics: https://youtu.be/YX-nFyc88mI
Mnk: https://youtu.be/dD353mJAAk0
Sam: https://youtu.be/Tcsm6l0v-6I
Drg: https://youtu.be/XeX-llTM-do
Nin: https://youtu.be/BU7PqVvj9I4
O.G basics
It was the worst iteration of PvP I have ever seen in a mainstream MMO game.
Those who said Feast is fun never tried healing on it...
I think I only liked due to being a deathmatch kind of mode but overall I really couldn't feel it and I only tried on first days of last season since it would take less than a week to immediately lose people to join.
Not sure how it would look with this PvP version though but I would love not having to digest a mini diet Payload
The real PvP was The Fold but they never made seasons for it and many forgot all about it.
The old 3.X Feast was my favourite pvp mode. Still sad it is gone. You had gear, all your skills + pvp skills and you were able to carry if you were a good player because of the variety of Tools you had.
I played top 100 as a Scholar and kept playing afterwards as a Tank.
Miss those Times.
This. It was hard yes but also rewarding when you had skill as a healer.
Honestly, I prefer feast over crystal conflict.
Don't get me wrong. I'm not down talking cc. I will grind that all day over frontlines (anything to keep away from the daily roulettes). I can finally go back to staying up all night playing pvp. However, the amount of thrill that I'm currently experiencing in crystal conflict is not as big as I had it in feast. It doesn't feel survival driven to me since everyone is focused on a moving crystal. I wish that they would have actually kept their word and locked the mode instead of deleting it altogether.
Well said. Usually I'm a villain when pointing my opinions cause I'm edgy but that is what I am trying to say for those who don't know what they're taking about.
There was a high amount of thrill which gave that dopamine rush like Feast. And if you are a duelist, that is multiplied 5x over against high end players. Until you figure out the perfect timing to maximize your potions and counterplay immediately like it was 2nd nature.
Ngl, that what made me play it like crazy starting on season 3 onwards. Nothing beats the feeling of 2 high-end teams playing against each other to the extremes of fully stacked culling time until someone makes a misstep. I miss the "deathmatch" aspect of it, since all of the others modes are objectives, would love for a "the fold" type of match with this new pvp system, 5 kills and you win, that would be nice
Exactly bringing it back would be amazing. The pvp community is small but we do know who are the hackers in this game. The problem with bring current kit to fold would be that it has not many use cases. We will have to renew all moves to be balanced around 10%-30% increases skill. Mitigation maxing between 20% for tanks and 35% for Chiten for sam.
Returning to the games roots as well as class gauge. The best thing FF did right. Revamping to a good 16-24 button per class on which out the 24 we can use 3 - all additionals like Feast. That way. We have Rock Paper Scissors counterplay.
Old PvP was Peak PvP. Now you feel like a guest in a match and what RNG unfold. Something like watching a pachinko machine.
https://www.youtube.com/watch?v=I7U-REc1Jhg
https://www.youtube.com/watch?v=7-ojRzUBr70
It was fcking epic.
https://www.twitch.tv/wapster/clip/S...ningDeerWoofer
Yes.
(I still think the current PvP is probably what the game needs, cause most playerbase is casual asf and couldn't handle old PvP. But SE should maybe stop making it competetive, if they make such gameplay changes.)
Feast was the only place i know where healers thought about healing.
better than this garbage thats for sure
They really should just have a TDM mode, no gimmicks whatsoever. Trinity style like the aforementioned feast but thats it. Whichever team has the most kills before the time limit wins. And I think that should be it. Its sound so simple but why does it seem like they think its complicated?
I'm pretty sure they even half said in the design intentions during liveletters prior to CC release that "just making kills for the sake of kills don't necessarily win games in this mode", implying heavily that they didn't want the mode to only be focused on pure pvp fight. I kinda feel that's not a goal that's been achieved in the new mode either way, and it would be probably as well suited to a simple TDM mode, but they have been shying away from that kind of pvp since the very beginning except in feast/the fold.
Feast was only fun at medium or high level for a healer.
Low elo Feast was pure fucking cancer, for healers at least.
Because everyone had the mentality of "Kill enemy healer = win", everyone would just focus your ass and no one would help you, they were all on the enemy healer, so good healers who went through that hell were rare, making the queues for it even longer since of course nobody want to be the masochist getting focused.
That was always my main problem with Feast to be honest, the mode put an incredible responsibility on a single player and most games were basically just "Your healer VS enemy Healer".
Of course, many people actually loved that, and it was also really fun to play at high elo (because only focusing healers would just get you pick by the enemy dps)
There's also the fact that SCH wasn't that good in it, even after multiple buff.