They are absolutely ridiculous in your PvP system. No CC should last for 30s. It should be something like 15/8/4.
They are absolutely ridiculous in your PvP system. No CC should last for 30s. It should be something like 15/8/4.
Lala Swell - Death and TaxesYou can lead a man to fish in water, but you should never throw two or more birds in a glass house... or something like that
I'm sure there will be a lot of fine tuning coming in the next couple of weeks.
WHM + 2 BLM. Swiftcast + sleep 3 enemies, proceed to 1v4 the remaining individual. Use blizzard to permanently slow them, rotate sleeps before they wear off. Yeah...
One word. Purify XD
Most important first skill you can get. Just a pain upto rank 3 getting 30 sec then 15 sec slept. Doesn't take long to get it tho.
I've never been slept for more than 5 seconds to be honest. If you stay asleep for 30s, you or your team did something very wrong.
Contributor for the Noobist.com
so your one word is pretty bad since that ability takes 4 minutes to get off CD and it takes how long to recast sleep? if sleep was a 4 min cd then sure makes sense.
The problem is not only with ridiculous pve cc durations, it's also with the fact that the damage dealt is also "pve-ish". In a 4vs4 environment in a clean arena DM, people would have to live longer than now, even if they are afk (of course, this shouldn't be long, but now is pretty much simple binary chess game - which would be okay if the pieces in that chess were characters' abilities and not characters themselves). The skills and really the whole approach to pvp should be MASSIVELY tweaked in every way possible, so the characters could actually play that chess and counter/synergize with each other in a time frame that allows for the match development - again, I am not talking about some long boring matches where everybody runs around for half an hour and getting their cd's reset for ten times.
This is not about winning or losing, I don't know why you guys are making it so. It's about some basic principles - which are present in other games and should be present in this one too - not because "omg they need to cater the masses" or "omg everybody does it like that", but because they are there for a reason and after years (decades?) of practical feedback.
It's also not about the balance, things can be balanced and badly executed at the same time.
I am aware that pvp will most likely receive massive overhauls over time and that this is the inevitable bad start, but I am also a bit surprised about that starting point being this, how should I put it - unperceptive. I mean, the flaws are way too fundamental, it's odd nobody said anything during development, in any phase of development, really.
I could not possibly agree with Doolio more. The way it is now is completely unfun, and a trainwreck in my opinion. Spend 1-2 minutes loading, 2 minutes waiting for the match, 15 seconds getting gangbanged by their team (I play a scholar in my 30's), another 20 seconds waiting for my team to die, then another minute loading out. Feel extreme anger and frustration. Rinse, Repeat. There is absolutely no strategy involved except 'kill the healer first' or 'wait until your uber friends are online and create an unstoppable team of 4 that wipes the floor with randoms all day. I'm extremely disappointed with the launch, I refuse to play pvp anymore until they perform some massive patch surgery on this disaster.
I think that, if they wanted to let their pvp child first go out there and THEN grow from point zero, they should have done it in a way that is less obvious, to put it that way. I mean, arena DM with very small groups of people battling each other without environment interaction, quirky objectives or mechanics is something even games which gameplay consists of ONLY that aspect often do bad. It's too bare and to minimal to offer any kind of buffer for bad stuff.
If you have something like 30vs30 on a more complex map with some simple objectives and respawning, anything can happen, really. Even the most broken effects won't count as much and won't kill the fun.
They basically selected the most bare and mind boglingly sensitive and balance dependant mode for pvp without thinking basic things through. I think they could go with one of those, but not with two![]()
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