If it's useless get rid of it or make it actually do something it's really easy why can't the devs figure it out?
If it's useless get rid of it or make it actually do something it's really easy why can't the devs figure it out?
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I know i'll get a lot of flak for this but Morale should be removed for something like what WoW had for Resilience it'd make grinding for PvP gear harder if people had Morale beforehand which is why it'd be an issue or facing premades trying to rank up. However something needs to be done with the PvP gear as it stands with the materia, both are equally useless and it's very glaring.
Other ideas people had were to change Morale to add +def/+mag defense that might be an option as well is it makes it something to strive for and helps you in PvP kind of like Resilience. Hopefully the dev team can figure out what they want to do with PvP gear.
Player
excellent post that highlights many of the numerous issues thus far
Here's some Feedback (and suggestions) about Tome Farming:
Out of all of the current PvP issues, Tome farming has taken the crown jewel as being the number one issue I'd like to see addressed, and I'm not alone here. We all knew that this would happen, because there's a long history of it happening. The PvP community has been complaining about tome farmers since the Secure days. Many of us feared, and warned SE, that it would happen again in previous threads, and now it has and is a MASSIVE problem. Ranked game modes, in particular, should never allow for this kind of behavior because it ruins it for the serious players who want to actually win. It's hard enough keeping a consistent winning record with random players, doing it with an AFK tome farmer is next to impossible.
There's really no way to sugar-coat this. The only viable solutions are harsh, but at this point I'd say that they are necessary. Tomes need to be restricted in PvP. You should get NOTHING for losing. Only the victors take the spoils. I understand why SE has not done this in the past, because it deters casual PvP'ers from joining the game mode, but there isn't really another option (unless SE is willing to spectate each match to ensure it's fair, which is far less realistic).
Now, that said, IF SE restricts tome bonuses, real PvP'ers won't mind so much. They queue for the fun of it, not the rewards they're getting, so it's not a big deal. I do understand that casual queues will suffer, though. For that reason, I think it may also be necessary to offer casual players a different incentive to continue to queue for PvP. That's where the Wolf's Mark system comes in:
On top of restricting tome bonuses for losing, please provide us with more variety in vendor items to encourage casual players to queue in. Crafting materials, housing items, minions, mounts, anything that can be bought at the GC vendors (including cross GC items), even some of the Rowena items that are usually reserved for Tome currencies should be made available to buy at a PvP vendor. Do this (essentially providing casual players yet another method to gather tome items) and you will be securing more queues for PvP, as well as specialty items that are only available through PvP.
*A possible problem with this would be that SE might think Wolf Marks are simply too easy to obtain. If that is the case, then it should also be possible for them to add a currency for this purpose. "Wolf Tokens," for example, could be handled in a similar fashion to the ever growing list of Extreme Primal and Raid drop items that are exchangeable at Rowena's. Cap them at 2000. Allow them to be collected at a smaller interval than Wolf Marks, and have them be exchangeable at a special PvP vendor. Problem solved. You might even get more queues this way, as it will appeal to a broader audience than just relic hunters.
Here's some two cents on Morale:
Personally, I've always been in the camp that advocates for the Morale stat. I would very much like to see it re-applied to PvP and improved upon. However, I do think that the type of game mode it is implemented into should be considered. For example, Morale really doesn't have a place in a casual setting. Most casual players don't care what gear they are wearing and rely heavily on the fact that they are in a much larger team and have no need to optimize their role. They do not need Morale. I don't think that having it apply would dramatically throw the game mode out of order (especially there's no party queue options for 8 vs 8), but it's really not needed.
Ranked game modes, however, are a different story. Aside from tome farmers, the target audience is players who have a vested interest in winning and preforming well. They should be given any and every tool available to make sure they can optimize their odds, especially considering there are no party queue options for the only currently available ranked game mode. I would very much like to see Morale applied to this game mode, as well as (and I know I'm talking crazy here) materia bonuses.
I single out Materia as well, because it provides a method for seasoned PvP'ers to combat the CC options available to certain job compositions. For example, being able to stack a higher sleep resistance would be a great benefit when facing off against a Whm or Blm. Stacking additional Vit would make interrupts harder. Stacking strength, Det, or Crit, could make them easier. Etc. It gives players a way to maximize their potential, albeit at small values that are far from game breaking. That said, Job balancing can be handled in a number of different ways. As long as players are given some kind of way to keep the game balanced then it is fine no matter what form it comes it. Materia is just conveniently available; so, why not use it?
Morale, on the other hand, should will require adjustments to work efficiently. Ideally, Morale should be used to allow seasoned and serious PvP'ers a means of maximizing their potential in combat; however, that might not be possible with the current level sync, as even PvE gear sets players at maximum stat cap. To address this, it may be necessary to adjust the level sync on ranked game modes (I continually pluralize that with the expectation that party queue will, eventually, become a ranked mode). I also think that Morale should not necessarily carry an equal benefit across all jobs. Instead, it may be necessary for Morale to effect the gear differently depending on the gear piece it is on, or the job using it. For now, I would be happy with a simple sweeping stat increase across all jobs; however, there's a lot of potential for adding specific stats to specific jobs instead. For example, PvP action potency and effects could be boosted instead of stats. Having consecutive players in the same party could allow for a stacking increase to stats (ie: if two or more players are equipped with PvP sets then party def/atk are boosted by x%).
Regardless of what they chose to do, there are a lot of options and potential; so, I don't feel it's a good decision to just write the stat off because of a muddled history in a game mode that was woefully under developed in the first place.
Most PVP gear already packs the highly desirable secondary stats of crit/det, and you can't overmeld stats you already capped on an item. The main issue with Morale is that it gives a cheap ilvl bump to create a gear wall between entry-level players and people who Play PVP Religiously, and it's not very fun to be on the wrong side of that exchange. That's why SE effectively deleted it, since every popular PVP mode uses ilvl sync (negating Morale).
The only thing I'd like to change is maybe making Morale affect the proc rate of CC resist materia, and allowing CC resist materia in ranked games. So many games hinge on CC being effectively cleansed/suppressed, and you could optimize your materia loadout based on the comps you expect to see.
#gitgud
Ongoing mission: Tank everything on DRG. On purpose.
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