
Originally Posted by
Fagotura
It's honestly bizarre how the PvP team seems to have nailed good gameplay, even if I personally thought Feast was better (but it had an unreasonably high skill floor for most).
I wonder why. I wonder if management just does not have a directive for the PvP team, there's no concern about making things too deep or challenging, there's no concern about innovation causing imbalance... I wonder if they're given free rein to do what they wanted and unleash their creativity, while the entire game's PvE is completely locked down, designed with rows of spreadsheets instead of human creativity.
This is probably just one of the reasons but I think playing against other players also inherently allows for a wider variety of skills and effects that can either not be implemented the same way or not at all in PvE, leading to a more varied gameplay experience.
Many skill effects are also immediately noticeable compared to PvE which too opens up more possibilities for kit design I think.
(Hidden because I couldn't help myself and started to ramble, sorry lol.)
Even though some skills and LB timers actually align you don't really feel a "2 minute" meta in PvP, because dying messes with your (LB) timers differently than it does in PvE and you have no DDR style of gameplay that devs can balance around.
Since everything is inherently chaotic and random in PvP every job needs to be able to cope with randomness and chaos.
You don't have to periodically adjust jobs because of the particular design of, say, one specific raid fight in a given season that favours certain jobs and has other jobs underperform either.
Also, in PvE (trash mobs aside) you spend the fight killing one boss so effects aren't really "felt" the same way. Buffs and debuffs are important but you only really get that feedback by the end of the fight (e.g. by checking your clear time or hitting enrage).
You can also barely stun or properly CC bosses (outside of the tank holding/reclaiming aggro), if at all, and mobility skills (dashes, teleports) effects can feel a lot more static because of the scripted and repetitive fights whereas it can be downright exhilarating if you manage to escape near death against other players with your given tools (dancer and picto dashes feel much more satisfying to use in PvP than in PvE)
In PvP you have much more direct feedback such as people dying (or surviving) and you can actually meaningfully afflict enemies with negative effects (like CC or mana steal) so you are immediately rewarded for good or bad gameplay.
Not only does that makes everything a lot more dynamic but it also opens up the possibility for skills or various LBs (ast, wmh, dancer, reaper, pct, drk, sage, etc. etc.) in the first place that would make zero sense in PvE boss fights (and can therefore not even be considered for PvE kits).
Other skills like PLD's cover or sage's toxicon mechanic technically exist in PvE but feel pretty meaningless there. But even though they are "the same" (type of) skills they are much more impactful in PvP.
And you can create job diversity by leaning more into AoE or single target profiles.
In PvE this makes less sense because every job needs to be able to fight single target bosses and packs of mobs. But in PvP it's perfectly fine to have jobs specialise more in one or another.
That is not to say that the PvP team can't screw it up. I'm sure if they are creative they can homogenise the fun out of this mode too (and as Azuraok pointed out they have already done that to some degree in 7.1).
But I think PvP has a lot of inherent potential to cater to dynamic and diverse skill sets that the current approach to PvE (kind of) lacks (letting go of the DDR formula would already help a lot) and at least so far I think the devs were able (and willing) to tap into that potential.
Let's hope they keep that up...