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  1. #1
    Player
    Myon88's Avatar
    Join Date
    Jul 2015
    Posts
    840
    Character
    Myon Miya
    World
    Tonberry
    Main Class
    Viper Lv 100
    In my opinion the new map is great and they should go even harder on the gimmicks for future maps. Alexander map with height error going off and magnets, kefka fake aoes, there's a lot they can take from PvE. We need more and way harder gimmicks, as hard as literal savage raids.

    The PvP system we have now is so simple that there's basically zero skill expression. It's so boring and the 'no items final destination' maps like Palaistra only exacerbate this. I think they should lean into what makes FFXIV special, and borrow more from the PvE side of the game.

    Some purists might balk at this, but it's a fact that this will raise the skill ceiling of the mode. If you're the only one good enough to do savage level mechanics on top of the usual PvP stuff, you'll have a greater chance of being able to measurably carry the match.
    (2)

  2. #2
    Player
    Novani's Avatar
    Join Date
    Oct 2019
    Location
    Ul'dah
    Posts
    59
    Character
    Serani Melikai
    World
    Malboro
    Main Class
    White Mage Lv 100
    I don't know, the new map is kind of underwhelming honestly. Yes the design is confusing thanks to the camera getting hooked on things constantly, the floor traps, I swear those things are larger than they appear as I've seen people get flipped even while clearly off the damned things, though this could well just be the old system sync issue showing up again. The secret doors are an interesting idea, but honestly, haven't felt any real compulsion to really use them, in fact I know one at least to avoid at nearly all times because "ta-da killzone on you!"

    As for the adds, they're forgettable. If you have any experience dealing with such mechanics in PVE, you're almost never going to fumble dealing with them, only likely to get unlucky if you're still attacking a foe and you get turned towards a gaze attack at the last moment. You're almost definitely not going to get hit by the other one unless the other team locks you in place for seven or so seconds (which means you're dead anyways).

    I do like the coin drops at least helping charge LBs faster, but this is honestly more an addition than a part of the inherent design. As to whom this favors more, I feel it tilts slightly towards melees and tanks, but only in select hallways between rooms, there's almost zero cover from ranged otherwise.

    Honestly the biggest issue with this map is that the snowball effect you see on other maps, is even more obvious and difficult to overcome here. While not impossible, it's not uncommon to see one team almost capping victory node before any kind of recovery can be made, and much faster than what happens on the other three. This could just simply be because the map is still fresh, but I get the sense that something is slightly skewed somewhere depending on compositions, and how much effort the attacker needs to make to keep their momentum, which is weird since in theory the goal post is closer to spawn than any other map. Either way, there's some thoughts about it: it's not bad, but it's not quite the hype.

    Quote Originally Posted by Myon88 View Post
    In my opinion the new map is great and they should go even harder on the gimmicks for future maps. Alexander map with height error going off and magnets, kefka fake aoes, there's a lot they can take from PvE. We need more and way harder gimmicks, as hard as literal savage raids.
    That would be a pretty bold move, though I doubt it'd find much love in the regular queues. Also there is the issue that any issue with latency or how the server queues things up that things up tends to show up more in PvP than anywhere else. Unless they seriously cut down respawn timers or something, I can see plenty of people just getting fed up with such gimmicks before the first week is out. Still, is food for thought.
    (7)