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  1. #1
    Player
    Sinstrel's Avatar
    Join Date
    Nov 2019
    Posts
    309
    Character
    Sinstrel Muran'khana
    World
    Gilgamesh
    Main Class
    Dragoon Lv 100

    Community Feedback for improvement of all existing PvP in 6.1

    I was looking for a thread like this and there wasn't one, so I decided to start one myself. What improvements do you all think SE could make to the current PvP modes to make them more enjoyable for 6.1 and beyond?

    Currently we have 4 Frontline maps, 1 Rival Wing Map, 1 dueling arena in Wolve's Den, and 1 unavailable Rival Wing map with no word on it's future. What do you all like/dislike about these maps, game modes, and PvP in general?

    For starters, in the past Battle High would be granted only to players who scored 8 kills without dieing. It was a powerful buff given to a few experienced players per alliance in Frontline. With the way Battle High is rewarded now based on getting an assist, it is not uncommon for an entire alliance to have a 50% boost in damage/healing. This is both not fun for the opponent who gets killed in less than 1 second, and not fun for me when I kill a player with 1 button before I am able to use any of my other attacks that I took time to learn and master. Battle High could be re-worked in a few different ways but here are a few ideas.

    1. Reduce the maximum benefit of Battle High from 50% to 20%
    2. Allow battle high to increase passively while in combat, and immediately fade upon death or exiting combat (effectively making battle high the Frontline equivalent to Feast's Culling Time)
    3. Give Battle High a timed window during which you must continue to get kills to extend its duration before it expires
    4. Remove Battle High completely, and reduce the score/time required per match.
    (6)

  2. #2
    Player
    Nav_Fae's Avatar
    Join Date
    Nov 2015
    Posts
    437
    Character
    Mizuchi Hikaze
    World
    Sargatanas
    Main Class
    White Mage Lv 60
    Battle High should be given to teams that fall behind in score and act as an Echo (Buff of shame) so they have a chance to make a comeback. The buff wearing off once they come within a predetermined threshold.
    (14)

  3. #3
    Player
    Mistress_Irika's Avatar
    Join Date
    Nov 2019
    Location
    Limsa
    Posts
    520
    Character
    Ophelia Irika
    World
    Hyperion
    Main Class
    Summoner Lv 100
    I would like to add to this not really focusing on the battle high but the comeback mechanic.

    Back before Onsal existed Battle High had a lot more value. It was difficult to get, because only killing blows counted towards building the buff. However, it acted as a bounty. Killing a battle high granted the team additional points depending on what type of battle high the player had upon death. With the changes made the comeback mechanic was changed being Battle High focused to Limit Break focused granting more of a faster build up if your team was losing. This has been useless due to 2 reasons.

    1.) You had to be fighting in order to be generating limit break meter.
    2.) A change with the generation of limit break does not change the advantage on the field. If one team is stacked with battle highs their fights are going to be easier.

    The obvious solution would be to award bonus points again for killing a battle high 5, but I don't see that happening with how the battle high system works. If we're not going to get a better comeback system than what we have now I would like one of the 2 things to happen: Either player should lose all of their battle high upon death, or battle high should cease to exist altogether.

    While I like the idea of having battle high as a snowballing mechanic there's no real compensation for the losing team when a battle high 5 has been defeated.
    (2)

  4. #4
    Player
    Sinstrel's Avatar
    Join Date
    Nov 2019
    Posts
    309
    Character
    Sinstrel Muran'khana
    World
    Gilgamesh
    Main Class
    Dragoon Lv 100
    Please give us a few more locations where we can duel other than the Wolves Den. Some places that come to mind are;

    1. The coliseum in U'ldah, which has been used as a dueling arena in the PLD questline.
    2. The Proving Grounds in Ishgard which was also used in job quests for dueling.
    3. One of the boats in Limsa Lominsa which are a bit off the beaten path but host pirates and was used in 5.x MSQ for pirate duels.
    4. An additional room leading out of the Rogue job quest area in Limsa Lominsa.

    Having a few more locations could allow more people to notice PvP exists in the game. When I was a new player, I didn't know FFXIV even had PvP until I was in Stormblood.
    (5)

  5. #5
    Player
    Charlotte_Wells's Avatar
    Join Date
    Feb 2018
    Posts
    71
    Character
    Charlotte Wells
    World
    Zodiark
    Main Class
    Red Mage Lv 90
    Battle High:
    Battle High to boost the last Party can be good but also be abused on purpose. Beeing the last team - because you focus on farming battle high instead of doing objectives - is already used to get the advantage of getting ignored and catch up later. I still like the idea of giving teams the chance to catch-up but it has to be intelligent. For instance beeing in relation to damage stats so only a really poor team gets an advantage. But there would also be other options to help like: A mitigation buff, extended invulerability, or higher rng on spawns in the own area but all those have to be intelligent and in relation on how the team really plays so it can't be abused. But in the end: Battle high is a drug, people play this mode for battle high, so it has to stay somehow.

    I was up to write "i prefered the old system". Only kill counts, a death resets your battle high and the more you die the longer it takes you to respawn (the max time i think was 45 secs). Yes, that sounds cool in the first place because th kills get more stratetic but i already see top scorers beeing marked to keep them away from BH and as long as possible in the respawn loop.

    Cheating / Multiboxing:
    A bit of an issue right now - at least on my world - are premades that are likely multiboxers. It's groups that have low total damage but steamroll everything, that use teleport hacks or cc's in a way that isn't possible. I've seen enough groups doing always multiple perfectly synced lb's at once or are reacting on certain skills right when you cast them. And really, without something like an aggro-list - nobody would be able to notice my casts and targets and counter with sleep / silcence or stun a splitsecond after i casted phantom-dart and rescue my target. So this is definitely an issue. Like i said: It's on my world. On other worlds or dc's it can be different but unfortunately: Changes in this game affect every world or dc.

    Matchmaking:
    What we got now doesnt work. For instance i had multiple games today where i had to scroll two times to finally see someone from our or at least the other team. While i still enjoy to run Frontlines with FC Mates i would sacrify it for a single queue balance.

    A more positive thing: Titles and Achivements
    I would really like to see the addition of new titles or mounts. So there are more incentives for veterans. Something like titles should be easy to implement and could bring back a lot of veterans that can help to balance the game. Special achivements tied to healers would also help to have more active healers. But i know, unless there are rezzes Healers Achivements in FL might be a tough thing.
    (5)

  6. #6
    Player
    AtomicBomb's Avatar
    Join Date
    Nov 2021
    Posts
    61
    Character
    Sarah Montcroix
    World
    Siren
    Main Class
    Rogue Lv 100
    There's already a comeback mechanic in Frontlines: when one team gets ahead, the other teams 2v1 them. Of course they cock it up most of the time, though.
    (1)

  7. #7
    Player
    Kisshu's Avatar
    Join Date
    Mar 2014
    Posts
    468
    Character
    Nica Kisshu
    World
    Ragnarok
    Main Class
    Thaumaturge Lv 100
    For newcomers, I would like an introduction mode for the different maps.

    Something where on the first map an NPC has you follow them to the base, occupy it, then move to the next capture point and occupy it, then defend it from a spawning NPC, then base is occupied and you have to go back and re-occupy it.
    Explain the different mechanics like amount of points per base, how much kills are worth and the point-loss on death.
    It's basic, but could help newcomers understand the objectives on each map instead of just being thrown right into it.

    For Rival Wings, you would also get free-time to test out the mechs and all the time needed to read ability text.
    (1)

  8. #8
    Player
    Nanne's Avatar
    Join Date
    Nov 2018
    Posts
    446
    Character
    Piush Stumbleine
    World
    Shiva
    Main Class
    Gladiator Lv 90
    Quote Originally Posted by Charlotte_Wells View Post
    Cheating / Multiboxing:
    A bit of an issue right now - at least on my world - are premades that are likely multiboxers. It's groups that have low total damage but steamroll everything, that use teleport hacks or cc's in a way that isn't possible. I've seen enough groups doing always multiple perfectly synced lb's at once or are reacting on certain skills right when you cast them. And really, without something like an aggro-list - nobody would be able to notice my casts and targets and counter with sleep / silcence or stun a splitsecond after i casted phantom-dart and rescue my target. So this is definitely an issue. Like i said: It's on my world. On other worlds or dc's it can be different but unfortunately: Changes in this game affect every world or dc.

    Matchmaking:
    What we got now doesnt work. For instance i had multiple games today where i had to scroll two times to finally see someone from our or at least the other team. While i still enjoy to run Frontlines with FC Mates i would sacrify it for a single queue balance.
    Every Zodiark premade I have seen runs around freely and not in an obvious 4 player pile where everyone is exactly doing same movements etc. Also I haven't seen any hacks in Frontlines and the only frequent hack I saw in Feast were automatic silence/stun hacks where people interrupt LB's in a millisecond but that is hard to see in Frontlines cause 72 players can have so many CC going around that its easy for them to just happen to be timed very well. Something like Rescue isn't that hard to use fast when you see a debuff on your party member and someone using it very fast might not be a cheat but unlucky timing or fast reactions. In Feast when you see these hacks used you don't even have animations happen before the interrupt happens so I would only suspect if same players get Rescued 10 times in a row before the Phantom Dart animation even hits the player cause that is how fast these cheats seem to work in Feast.

    Also forcing solo queue for Frontlines would still have the same problem as right now. Sometimes the people who are into PvP or are in a good premade end up in the same teams randomly and make matches uneven and I doubt that would change much with solo queues.
    (0)
    Last edited by Nanne; 02-19-2022 at 10:15 PM.

  9. #9
    Player
    Misuzurin's Avatar
    Join Date
    Aug 2013
    Location
    Ul'dah
    Posts
    7
    Character
    Arcadius Ormos
    World
    Faerie
    Main Class
    Scholar Lv 90
    It seems to me there is a serious need for a balancing sweep in Frontlines. I much rather prefer this format than Feast, so I'm not sure if it is the case there, but as someone that loves how fun healing is in* frontlines; no matter how hard you sweat on Scholar and to a lesser extent AST, it feels like griefing your party not playing WHM. Iirc, I've topped out at 890k healing on Scholar and 1.3m on AST, but my damage is no where even close to what a decent whm puts out, let alone getting outhealed 99% of the time by WHM.

    TLDR; Blood lilies seem to support your team better than actual support skills.
    (2)
    Last edited by Misuzurin; 02-20-2022 at 02:01 AM.

  10. #10
    Player
    Nanne's Avatar
    Join Date
    Nov 2018
    Posts
    446
    Character
    Piush Stumbleine
    World
    Shiva
    Main Class
    Gladiator Lv 90
    Quote Originally Posted by Misuzurin View Post
    It seems to me there is a serious need for a balancing sweep in Frontlines. I much rather prefer this format than Feast, so I'm not sure if it is the case there, but as someone that loves how fun healing is frontlines; no matter how hard you sweat on Scholar and to a lesser extent AST, it feels like griefing your party not playing WHM. Iirc, I've topped out at 890k healing on Scholar and 1.3m on AST, but my damage is no where even close to what a decent whm puts out
    WHM has the easiest time to deal AOE damage compared to the other healer jobs. Also looking at the healing amount at the end of the match in Frontlines is pointless cause shields do not count as healing so pure healing/regen jobs like WHM will always pull bigger numbers than the other healers. Also if you are a WHM in a premade party that fights all the time so that your party is considered to be "in combat" and you have regen effects applied to the party members you basically constantly heal. I have seen WHM heal 4-5 million in a match just by spamming heals in a 10 minute fight at the middle of Onsal
    (0)

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