Cool concept, but there would be a few issues to translate DD over to PvP. Namely, jobs that rely on silence and various CC to supplement their gameplay. PvP doesn't rely so much on auto attacks rather than consistently casting skills/weaponskills. Mobs in PvE naturally just move to the target with aggro with all disregard for terrain and have very little interrupts. If mobs rely only on skills to attack, status effects like silence was done similarly in PvP, and elevation of terrain can help provide a geographical advantage for ranged jobs and such for mobs to take more time to reach the player, then gameplay could be very interesting and fix all those aforementioned issues. As far as NIN LB goes, it's probably more difficult to balance this against bosses due to the nature of how NIN LB works -- but that's assuming there's only 1 boss has a gigantic big HP bar and they use the same old formula that makes DD really monotonous and stale.
Now, what if the boss was split into multiple mobs with various amounts of HP and they're all considered part of a boss's HP bar? Something akin to Shinyru's tail and suffers damage to the boss when it is defeated, except the tail can fight, move, and act independently. Suddenly, NIN LB wouldn't be as problematic imo. Stuff like SAM LB won't be able to delete bosses with huge HP bars, but they can do a lot of damage to them due to the nature of how SAM LB scales. The same applies to DRG LB, where it gains more value by the nature of being an AoE LB.
WAR LB nullifies guard and prevents status inflictions, so designing enemies that could guard and apply status effects would probably go a long way into making this mode more dynamic and fun too.
Healing will be very interesting considering everyone will have access to both Recuperation and Elixir. It will encourage party play and allowing others to create some distance to recover their HP and MP. I think I would enjoy that kind of gameplay.
Pomanders and the method to queue into this kind of DD would probably have to be reworked to a certain extent though. PvP toolkits do not have "raise", rather players auto-revive after 10s. PvP toolkits rely more on recovery and pacing / attrition, so stuff like vulnerability up wouldn't work very well. They would have to either rework the pomanders, the phoenix down system, or allow some form of way to raise more effectively.


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