Nice knowing you guys.
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Nice knowing you guys.
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Stop baiting drama and contribute something on topic.
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Wrote up a summary of the changes here: https://pvpaissa.com/article/stormbl...-major-changes
A lower level requirement could lead to an influx of players trying their hand at PvP and the community could use a larger pool of players.
With gear being visual only, you do not need to worry about under-geared players on your team. WoW recently has done this to make PvP as fair as possible, leaving player skill and coordination as the main focus. Will their be enough to do in a game that can separate the gods from the pack? I think so, but until we can try out the changes, see all abilities etc, we are left debating.

I found it weird that you got to pick 2 out of 9 skills for the extra abilities. It looked like sprint was one, even without seeing this system, would it ever be optimal to not take sprint? If one person takes sprint, then everyone on the other team needs sprint. I mean, that's just with how the netcode works in this game, or am I crazy?


Gotta correct this, gear isn't visual only on WoW. If someone has a 40~ ilvl jump over you, you betcha you're gonna feel that 4%.Stop baiting drama and contribute something on topic.
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Wrote up a summary of the changes here: https://pvpaissa.com/article/stormbl...-major-changes
A lower level requirement could lead to an influx of players trying their hand at PvP and the community could use a larger pool of players.
With gear being visual only, you do not need to worry about under-geared players on your team. WoW recently has done this to make PvP as fair as possible, leaving player skill and coordination as the main focus. Will their be enough to do in a game that can separate the gods from the pack? I think so, but until we can try out the changes, see all abilities etc, we are left debating.


I'm pretty disappointed with this personally. Before the liveletter I was very hyped because I'd get new abilities/traits to master and figure out when to use best etc. in PVP, but instead of adding to them they took away alot.... just makes me kinda sad knowing that all my experience will be voided once Stormblood goes live. I was trying to really 'perfect' my skill for my main classes that I like for pvp so I could hop right into the SB skills but I guess that is no longer a thing that I should be doing...![]()



I left WoW a long time ago. I at least thought so.... yes we had a lot of skills in PvP but i never had the feeling they are useless or to much or whatever. I really hope it wont play as boring as it looks.... cause this is my maingame and i hoped it will stay my maingame. PvP is absolutely not the mainfocus of FFXIV i know that. But it was still fun.
ᛞᚨᚢᛃᛁᚦ ᚠᛖᚺᚢ
ᛞᚨᚢᛃᚨᚾ ᚠᚱᚨᚾᛞᛁᛊ : ᛞᚨᚢᛃᛁᚦ ᛊᛖᛚᛒᚨᛉ ᛊᚨᛗᛟ
ᛖᚲᚨ ᚹᚨᛁᛏ ᚨᚾᚨᛁᚾᛟ
ᚦᚨᛏᚨ ᚾᛖ ᚨᛚᛞᚱᚨᛁᚷᛁᚾ ᛞᚨᚢᛃᛁᚦ
ᛞᛟᛗᚨᛉ ᚢᛗᛒᛁ ᛞᚨᚢᛞᚨᚾᛟ ᚺᚹᚨᚱᛃᚨᚾᛟ
Before I pass any judgements, I look forward to trying it. If I like it, then I'm going to push myself to be really good at it, just like I have with current PvP.
Started FFXIV roughly 2 months ago and been doing PvP most of time once I hitted 60 (took me 10 days to finish main quest and take 2 jobs 60, think its not that long). Been doing fine since then in PvP. 47.2% winratio in Frontline and 63.8% winratio in Feast playing solo.
Only way to see real difference in MMORPG PvP is to have plenty of skills. If you are able to use all current skills for a job properly in PvP - you master that class.
I'll give this PvP a try, but I'm 99,99% sure it will suck so hard I get bored on 2nd day and go play something where I have to think, make strategies, improve my skills and become better. If I want to play some casual shit, I can play Tetris.
Trick to get PvP into PvE:
1. Create map
2. Access via Duty-, Party finder or Free Company Space Ship
3. Make it PvP Map - each party or Grand Company is own team
4. Boss spawns with good drops
5. Treasure hunting, Quests, PvP Events (Capture the Flag, Last Party Standing..)

I understand that having all PvE actions and 5-7 PvP-specific actions on top of that was a lot, for certain jobs it was tough to manage and especially intimidating to new players trying to get into PvP. Was pruning needed? Yes. But having 12 skills per job isn't "pruning", it's gutting. The devs look like they did a nice job fighting ability bloat in PvE. Why couldn't they do the same kind of job for PvP instead of halving (or more!) the amount of skills? I know a lot of those abilities had only niche uses, but IMO that's where a lot of each job's identity was and I feel like most of that identity will be lost. For example, my main (Bard) wouldn't feel the same without Warden's Paean, as it's pretty much its only advantage over MCH, and yet that's a niche skill that's unlikely to make the cut to 4.0 if we're only keeping 12 skills, most of which will have to be the basic Heavy Shot/Straight Shot/DoTs/Empyreal Arrow/LB. I have strong doubts that they'll be able to make the 4 melee DPS jobs feel very different from each other if we're keeping so few skills.
The other big thing I didn't like was the change to gearing. I know great healers that run with 3 VIT accessories and others that run with 0 and just re-spec their points into VIT for PvP. Some run PIE/SpS, others PIE/Crit or a mix of both. Why remove customization like that? A big part of the fun was selecting a set to match your playstyle, and sometimes, your composition. Very dedicated PvPers could also build a relic specifically for PvP to reach absolute BiS. Raiders would be unhappy if gear didn't matter in raid instances and everyone from the same role had the exact same stats. Why should we PvPers be okay with it?
Overall, I just feel like the changes that were needed weren't so drastic. They could've pruned abilities like they did for PvE without limiting each job's kit to 2 combos, 9 buttons and LB. They could've used a gear sync up function to allow players to compete in level 30 gear without having the gear's stats become meaningless entirely. Hardcore raiders aren't a much bigger community than we PvPers are, and yet SE wouldn't ever think about having level 30 characters participate in raids, have gear become meaningless and abilities reduced to 12 per job for raiding in order to make raids more "accessible". There would be an outcry. PvPers are a small community, but it's insulting that SE would ignore the few people who love and care about the PvP they designed in an attempt to appeal to the people who don't care so that they *might* care in 4.0. We stuck to what underwhelming PvP content they put out, we put effort in understanding, optimizing and getting good at it, and now as a thank you for not giving up on them, they're taking it all away and people are happy that we're upset (TOXIC SALTY PVP ELITIST TEARS LUL).
Last edited by Volene; 05-23-2017 at 11:24 AM.


Just look at it from the bright side folks, SE dumbing down the requirements to enter and made gear useless so that more new players can get in. That's fine, just means that there's going to be a lot of inexperience players coming in from very early. Which means, easy achievement points for vets to gets. It was great the first month and half after Garo event went live and my bard was melting people down. Need to get that kill count title finish, take advantage of it. I mean, this game is one major patch from becoming Final Fantasy Mystic Quest by how things are getting gutted. I were you'll, I take a good advantage of this.
Is it reset Tuesday yet.
I question whether I'm playing a PvE game with PvP mixed in, or I am I playing a PfG.
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