of course they didn't. PVP was such in a poor state that you'd be insane as a game developper to screw up PVE by trying to balance PVP.
Now, both system are totally separated. People should stop being salty, they finally splitted PVP and PVE skill, which means that they'll finally be able to adress any pvp balance issue without fearing affecting the PVE.
Your melee are too squishy? give them more hp. Ninja have trouble finishing off a target? Well boost a few skills, SMN DoT and run dominate the meta, well nurf the dots.
They could never do that with the old system.
I don't even understand how people cannot be happy about these changes.
PVP is a totally different beast than PVE, you cannot realistically hope to have both be balanced with the same Tools.
PVP is supposed to be unpredictable and reactive. PVP is not about doing a pve rotation with 6 buffs 3 debuff and 3 differnet combo trees.
Just take the freaking BLM, how can you hope to make that enjoyable in PVP? (I'm actually curious because Yoshida said BLM had one of the biggest change, without surprised)
Did people actually take look at the dragoon various jump cooldown and the offensive one TP cost?
They're short, they're not 90sec. The dmg jump had a 5sec CD with 500TP cost, which totally change the way you use the skill.
How is concentrating your combo into two skills a bad thing, spamming 12341234 isn't harder, it's just more annoying and take more space.
I however do agree that the absence of CC, stuns etc is a bit worisome. We'll have to see how it plays out. But still, if the game will need the introduction of some CC, it's not like it'll be hard for them to add another skill. They also pointed that some job had 10 which means they don't even have UI restrictions (like, only 9 skills would fit for instance)
You basically make it more accessible to new player and let's face it, PVP is in dire need of new players.
You'll have pvp burst but not as a "activate all your +20% dps buff" form, more as an active form.
We've only seen the dragoon but his dps jump and spear lance were the two only skill with a TP cost, (500 for jump, 100 for spear).
The jump had a 5sec CD (or close from it). Which means that if you properly time some out of GCD skills, like Geirskogul (my guess is that the red form will do even more dmg), + jump with your dps combo finisher you'll probably be able to remove a good chunk of someone's health.
And since these won't have 30-60sec CD, it won't be a hit or miss scenario. If the target survive, according to the time it took him to reach that red Geriskogul, you'll quickly be able to do the same burst without needing 4-5 90sec buff
From what I've seen from the video, these are indeed the "average" damage. +- some %.
Pretty neat imo, you can easily calculate how much dmg you can dish out