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  1. #11
    Player
    Commander_Justitia's Avatar
    Join Date
    Aug 2013
    Posts
    1,176
    Character
    Ash Primordial
    World
    Phoenix
    Main Class
    Paladin Lv 90
    Quote Originally Posted by Oni_Akuma View Post
    ARR - Wonky Class Identity was there but lack of awe in battling. (Had Team Deathmatch mode called "The Fold")
    H.W (Heavensward) - No Job Gauges yet, TP still in progress. All classes got new moves added to their core identity and this is where it begins to start flourishing. But there was some spark in PvP with changes. Era of many PvP players and toxicity. Beginning of the best Era. Beginning of Feast.
    S.B (Stormblood) - Job Gauges introduced. I believe TP was remove early or late patches. Golden Age of PVP. PvE was the best it ever was with high learning curve on most classes. Actual MMORPG job identity. This was the epitome of the battle mechanics. If you had to reference anything. This was the most Perfect system with the net code + job identity in the history of the game. (Few exceptions that Sh.B and E.W fixed)
    Sh.B (Shadowbringers) - Simplified PvP between AoE and Single target combos. Job gauge, counterplay A-B-C but no C -> A options. Because of only having a choice of 2 additional skills at one time. Good concept was looking forward to better PvP idea based off this balance. Highly balanced to some degree. Tanks were tanks, Healers were healers, and DPS were DPS.
    E.W - Crystal Conflict (What is this Overwatch junk)?! Where is the counterplay? Why is everyone able to do so much damage and the job identity is removed, making everyone some DPS with with "some" identity.
    Shadowbringers brought AoE, because they needed AoE in Frontline. That is the whole issue in the end. They make PvP for 2 modes, because they wanted to keep it simple and casual. Ignoring that the most fun players had, was when PvP wasn't simple. It was the beginning of the end. Making room for AoE skills, while removing single target skills that created more depth and complexity in gameplay.

    Some other guy mentioned the tournament, I have said it like a year ago - the moment they announced it, you knew PvP won't change much gameplay wise anymore this addon. We have the next addon in half a year, they will add the new lvl 99/100 skills to the PvP rotation and remove some older ones again and probably call it a day.

    I think the current mode is more "fun" for casuals, because the problem of Shadowbringers PvP was, that it got extremely predictable and boring. You had little CC, little big dmg skills, little regular offensive and defensive buffs. But as I said before, I don't think it is suitable for a Ranked mode, because of the RNG/Lag/snapshot dependence on some skills and how some limit breaks work. In older PvP you were able to carry your team to victory easily as a good player, now it wouldn't be rare to lose more games in the casual queue than in the top100 crystalqueue - why is that so?

    In my opinion, they should split up Frontline and Arena PvP. Bring back PvP traits like we had them during ARR and HW. Let players make "talenttrees" of them, depending which mode they join, one of them activates automatically. PvP needs to stop catering to casual players so damn much. Stop rewarding inaction and losing in PvP so much. Add diminishing returns perks for CC in Frontline maybe even.

    • I feel like the current gunsblazing PvP system would have worked better in a true "Arena" mode - similar to The Fold. Get in, unleash hell, and out. Win or lose and be done.
    • The more tactical aspect of PvP would belong into the Feast era. 4 players - Heal, Tank, Melee, Range. More calculated, less RNG, more endurance/sustain focused, less crits/less LB memes.
    • Current PvP system can be viable in Frontline, Rival Wings if there are additions to the gameplay that are Frontline specific.


    So, make traits interesting, let players have 2 or 3 presets of them, mode dependent.

    And I don't mean this meaningless shit that was barely optional, unless you wanted to be a special gardengnome.




    I mean the real shit.




    Each "Enhanced XXX" was 1 Perk in the skill. Could make them even more interesting than just "more potency" and less "recast time". And let us pick more than 1 or 2.... We are not little kids who cant think what button to press, when we have more than 6 on our hotbar.

    We went from this



    to this...



    Find the middle ground in the number of skills! And buff blackmage.
    (8)
    Last edited by Commander_Justitia; 11-15-2023 at 11:31 PM.