PvP has been saved and people are crying about the changes??? PvP NEEDED a good change ASAP it was boring and Dire and felt stiff.
It feels more appealing and PvP focus with its own skills.
I am extremely happy for the changes it was NEEDED
PvP has been saved and people are crying about the changes??? PvP NEEDED a good change ASAP it was boring and Dire and felt stiff.
It feels more appealing and PvP focus with its own skills.
I am extremely happy for the changes it was NEEDED
I understand it's difficult to balance PVP from the existing PVE abilities and keep tweaking it over time, but even if high level pvp is currently daunting for newcomers, at least there's some complexity and brainwork to it. Will have to wait and see to know for sure but this just sounds extremely dull. On the good side, with 9 abilities, everything will be controller friendly...
Something to keep in mind, this "dumb downed" approach allows the devs to better experiment with PvP in the future. If things do become too pedantic, they can add abilities back or better incorporate crowd control options. Currently, they had decidedly little wiggle room because everything revolved around assuring PvE balance wasn't upset. Furthermore, we all have to appreciate the casual playerbase significantly outweighs the hardcore. They want more people playing PvP. So for those throwing up their hands and calling it quits already, if five new players join... that's a net gain from a developer perspective. Simply put, it is far too early to being throwing a fit until we actually see what has been implemented and how it'll function overall. If they include more strategic modes and areas, that could easily make for a more dynamic PvP environment despite having less skills.
12-14 abilities are plenty for pvp. That\\\\\\'s about 20 abilities if you account for the fact that they consolidated the combos.
For those that say it isn\\\\\\'t, take a serious look at the abilitied you actually use in pvp. I\\\\\\'d wager you\\\\\\'re probably only really using half those buttons, and there\\\\\\'s prolly a few more that\\\\\\'s barely marginally useful.
And then there\\\\\\'s existing pvp abilities which are nearly clones of pve abilities.
So considering all of that, abilities trim was definitely needed to reduce bloat in pvp.
Moreover, the trim in abilities allows each jobs defining characteristic to really show. This means that any strengths or weaknesses will be extremely easy to spot. And since there are less abilities to deal with, much easier to balance.
Moreover, the power to choose 2 active abilities and 3 traits allow for added depth and customization for play. Say a warriors base pvp kit lacks defense abilities or movement abilities, the warrior can pick the appropriate additional abilities and traits to shore up his shortcomings. Or, he could take those abilitied that better synergies with his strengths and make him even better at what he does.
This also gives the devs another means of balancing classes. Running with my example, disparities or gaps betwern say a warrior and a paladin in pvp in terms of group utility can be closed via adjustments to these additional abilities and traits.
honestly don\\\\\\\\\\'t get all the salt on these forums sometimes. Try seeing things from a broader point of view folks... not just from the lens of your tiny, narrow experiences.
Try seeing things from the devs perspective. And the perspective of other players. And the perspective of what pvp will be like 2 or 3 years from now if something isn\\\\\\\\\\'t done now to streamline the current mess.
Be reasonable.
Be civil.
The changes look promising. Let\\\\\\\\\\'s reserve judgment for when we have more details.
I think thsee changes will be nice for the whole community, everyone will restart from 0 and hopefully we will get faster Q times
Lookin forward for the expansion
There's two main reactions about this change.
1) It's absolutely horrible and takes away what differentiates "Brilliant" players from "Good" players. Through careful OGCD/GCD usage and some teamwork going on with a bit of common sense, you can swing a match in your favour. Now they're taking away so much, it'll be a miracle if things actually die before culling 5 (purely dependent on the healer PvP actions) and if the fights are even half as entertaining/engaging (spoiler: they wont be). Spamming 1111/222 until you get to press an extra button every 15 seconds isn't engaging at all. It feels like it's catered to the "casual" players that are stuck in Bronze/Silver and can't perform a full rotation correctly.
This sentiment is shared with the actual core PvP playerbase in this game who have played their fair share of matches and have a good understanding of how to win.
2) It's great because now I can finally be great at PvP and everything will finally work out for me! It's this whole games' combat system in PvP that was holding me back the entire time, it wasn't my fault at all! Now that they're got rid of the secret sauce only the few hundred core PvP players were using, we'll all be able do the same thing and I'll get my deserved spot in the rankings! Amazing!
This sentiment is mostly shared with the players who aren't actually at a "True Diamond" skill level. 90% of these players are probably stuck somewhere between Bronze - Gold.
The reason I say "True Diamond" is because anybody can just easily get Diamond now. The highest rank in the game isn't an achievement anymore if someone with a 40% win rate can get it.
Final Note
This all being said, reducing bloat is a good thing but not at the expense of pruning your game mode until it's as brainless as spamming a handful of buttons. I would say at least add a few extra PvP abilities in.
Looking at the DRG example they used in the live letter, I can tell you 100% it's impossible for it to even come close to solo-ing a half decent healer now. Removing such damage potential from a Job makes it stale and boring. For those that doubt me, I know you'll agree the day you're playing and your co-dps is spamming 1 combo all game on the wrong targets. You won't be able to kill a single thing.
If anything, they need to be more transparent with this and show us all the abilities/actions for each job in PvP, especially healer actions. We'll be able to know seeing the potencies/actions what changes need to be made.
Last edited by itsoni; 05-23-2017 at 06:05 PM. Reason: LIMIT BREAKOOOOOOOO
can only kill with limit break!.. oh wait.. melee won't have stun to do accurate lb anymore..Looking at the DRG example they used in the live letter, I can tell you 100% it's impossible for it to even come close to solo-ing a half decent healer now. Removing such damage potential from a Job makes it stale and boring. For those that doubt me, I know you'll agree the day you're playing and your co-dps is spamming 1 combo all game on the wrong targets. You won't be able to kill a single thing.
Well.. As I'm 99,99% sure I can't enjoy new PvP at all. I don't like casual stuff. I made a suggestion for PvE changes to make PvP players interested other stuff and keep playing FFXIV.
Go check it out![]()
: http://forum.square-enix.com/ffxiv/t...59#post4153759
As myself. I've been playing PvP in dozens of different games over a decade and even been paid to go play some game and balance PvP. I talk as experienced PvP Player and these changes are not made for MMORPG. If FFXIV tries to create in-game minigame DotA, they should create it very well and invest huge money to make it work.
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