It's bad in my opinion and they should have just made purify have two charges or reduce cc. That's all
It's bad in my opinion and they should have just made purify have two charges or reduce cc. That's all
I play mostly Frontline. I've no problem with the changes. It makes for a faster paced game where you have to pay attention to your surroundings and be able to disengage if you sense you're going to get targeted. It's a lot more fun than sitting around waiting for Purify to come off cooldown.
Brainless Stun spam already seems overpowered and over-centralized in all pvp modes so nerfing the counter to stun spam seems silly.
Your video was good. I mostly agree, though I don't really like this change to purify. It's odd to me that of all the options they had available to balance Crowd Control they chose one of the only ones that would've actually needed them to make job changes and then didn't make the necessary changes at all.
This is why I have a difficult time taking pvp here seriously especially post Crystal Conflict. It's silly to try to make purify better by making it cost MP, but then leaving skills in that drain MP from players. I was expecting quite a few job changes to go along with a change like that and they just didn't really do anything worthwhile outside of adding in animations for certain abilities.
In the current state imo, they've only made an already bad system with lots of Crowd Control even worse, and now people have to manage their MP harder, and will always heal less than before, then a couple of jobs can now decimate not just your ability to heal, but your ability to escape from all that Crowd Control as well.
I think on paper it could've been a good change if other changes came with it. Though it makes me question their design direction if they're suddenly using MP for two different functions when having it be used for recuperates was enough. It is at the very least a unique and novel idea, but much like pretty much every pvp change that has happened, doesn't seem well thought out, and doesn't seem to have been tested much.
I think the visual updates to skills were fine, I've yet to play on the new map.
How does this even happen in FL out of all places with all the downtime you have between engagements?I play mostly Frontline. I've no problem with the changes. It makes for a faster paced game where you have to pay attention to your surroundings and be able to disengage if you sense you're going to get targeted. It's a lot more fun than sitting around waiting for Purify to come off cooldown.
It's not even making better but actually worse anyway. It's a double loss on Purify's changes.
BRD since HW in Frontline/CC and doing quite well, if refering to shot caller in PvP Frontline... there is none, you just need to get the people to move as a group pretty much, fighting two fronts or insisting being a wedge between the two other groups, is just some of the usual problems you see in Frontline when it goes sour.Refer to my previous comments about advantages/disadvantages of melee & ranged. To me it's very obvious you can play this mode as a melee, which is defensively (unless you are maybe viper,gunbreaker or maybe paladin). I am usually the shot caller and jumper so i know a fair bit about setting up plays. Prevalence of ranged meta is very obvious to me right now.
"Deal with it"
I find it hard to take you seriously now...
Maybe I will even seen you on Light, if you play on that DC that is...
And that is pretty much all that can be said about that.
Calling out targets in CC, makes sense, in frontline you just waste huge amounts of DPS on one insignificant target.
Didn't think about the ping bit. That's true. I have consistently under 80ms ping which is good for Canadian internet, but my goodness when they make changes like this, it's clear the development team is on a geographically small island nation with relatively good internet versus EU and NA where people are much further apart and the way status frames in FFXIV work are not kind to higher pings.
You aren't wrong. I think the idea was just to be able to use it repeatably, but it doesn't feel like a lot of thought was put into the implementation.
The only thing I like about the new purify change is that it encourages more thinking from the player to be successful. In this regard, I feel like the same result could have been achieved if they created a system of diminishing returns for crowd control like nearly every other MMO I've played does for its PvP.
The thing I dislike most is how quickly engagements in CC are over. As soon as the teams engage someone dies within 1 to 2 seconds. I'm not sure if it's always been like this since I haven't played CC in a very long time, but outside of that short window of deciding how you're going to use your self-defense kit to not be the first one to get blown up in an engagement, it feels pretty brainless to me.
The team doing the most unga bunga on the crystal usually wins, and there is very little to no other strategy that can be played.
I suppose this has always been Yoshi P's design philosophy. From instanced world zones with areas you're not allowed to land your flying mounts on, to fully narrated (2 hallways + 1 boss room)x3 dungeons, its clear that he values curated experiences more than player agency.
Last edited by Sinstrel; 08-19-2025 at 03:16 AM.
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