


I mean, skill revamps since 4.0 never took FL or RW into account unless it was something truly gamebreaking. This is normal if you create a game system with an intended primary mode (The Feast / Crystalline Conflict) to base your balancing attempt around. It is not that they have forgotten, this is intentional.
For example, to create separate skill sets entirely for two different modes would basically require an additional PvP skill module exclusive to large-scale, which would require even more delicate framework adjustments to implement them. The result would also be that you'd have two entirely different skillsets to learn if you go with this option. This would create a lot of design redundancy.
That said, it is not like FL/RW are unplayable, it is more-so that they need QoL in other aspect of them, arguably even some map adjustments. They did introduce the damage reductions to large-scale for a reason, even if the numbers are a bit off the mark.
Yes, it's various degrees of unplayable. Even if you've never set foot in FL you still should be able to imagine how a gameplay based around abundant cc and oneshot levels of damage would function in a 72 man mode.
The old pvp didn't have such issues as far as I remember.
Old pvp was great. Bring that back!
Let the small scale shit die. Even BLIZZARD the very devil of games development admits their arenas were a mistake and FF14 wants to walk down the same path.
I cannot imagine a more stupid decision.



1.) By "old PvP" you mean modes or how the jobs are balanced?
2.) Let's not kid ourselves, Blizzard ever having an educated opinion on what they regret is a complete joke after years of sh*tting on player feedback and having lost their way of what made their game good in the first place.
Ironically, The Feast was more WOW Arena like as a gamemode and was the actual basis of how Frontlines ended up being balanced, more-so than Crystalline Conflict era PvP right now. If anything, they are caring for large-scale a lot MORE that they actually give us damage reductions to get our damage values closer to what we had in pre-6.1, with the addition of no-full-time reliance on Healers, tanks and healers can actually kill, etc.
I'd suggest we should build upon the current system to make it more enjoyable and leave the rose-tinted glasses of the past in the drawer, because man was it bleak without them.
|
|
![]() |
![]() |
![]() |
|
|
Cookie Policy
This website uses cookies. If you do not wish us to set cookies on your device, please do not use the website. Please read the Square Enix cookies policy for more information. Your use of the website is also subject to the terms in the Square Enix website terms of use and privacy policy and by using the website you are accepting those terms. The Square Enix terms of use, privacy policy and cookies policy can also be found through links at the bottom of the page.


Reply With Quote

