This game needs bigger PvP to make things more interesting
-8v8 arena
-20v20 Battleground for lvl 30, 40 and 50s
-Sandbox open world PvP zone
This game needs bigger PvP to make things more interesting
-8v8 arena
-20v20 Battleground for lvl 30, 40 and 50s
-Sandbox open world PvP zone
I'd be happy with just matchmaking / rating /ranking and rewards for top %. Incentives to be better / use strategies etc. I was never a fan for big warfront/battlegrounds, I liked smaller , with 10v10 being the biggest i enjoyed in various games.
Give me Warsong.
My prediction: SE will keep war amazingly devastating in PvP so later down the line you must do lolPvE to get PvP stuff... and that will fix the 'lack of tank' issues. /pets cat.
It really depend of people. I think that 4v4 (or 8v8 max) is a better place to have interesting play. 20v20 is just zerking and open pvp world can be really fun but is unbalanced by nature (or in case of RvR doesn't really show individual skills). Most of PvP players I know are agree with this.
Like said Lucenia, i would be happy with just ranking/rating to get something a bit more competitive.
4v4 premade arena is curently a fail, in my database ppl enjoys 3man premade, they believe to be good at killing noobs easily.
It will be better to propose only 2 possibilities : enter in arena with 4man or alone only and give us a leaderboard for premade group.
I hate battleground fight, cause most of bg are only about complete objectives.
The frontlines is a feature that makes you dream, but I'm not optimistic, current pvp uses DAOC mechanics but CC is too strong (DAOC is only 1 CC then immunity for 1min), tanks are not what they should be, etc.
A good rvr game allows good teams to win 8vs40, in FF we don't have any buff, tank, support classes, it will always be a "burning healer" strategy. Player skills < gears and team members.
Imo, we should first significantly reduce tank dmg (30% less melee dps imo) and give them a tanking job (useful teammate protection, taking damage), create buff, support classes, fix CC, makes melee classes useful, compel healer to stay more often motionless...
Make a mandatory matchmaking is a bandage that gives the illusion that the pvp is balanced, atm melee DPS are the most useless classes
Last edited by Edenlys; 03-17-2014 at 11:54 PM.
Even with 1-minute immunity, CC was devastating in Dark Age and is the only reason 8v* was ever feasible. Catching a blob of 40+ players in a blanket mez (1min+ duration) and proceeding to assist train down the ones who broke free with a coordinated group of 8 templated players happened all the time. That certainly wasn't enjoyable for the zerg group who most times had no optimized gear set (template) or way of fighting back. Also there were no archetypal "tanks" in that game. There were only melee damage-dealers and casters - tanks and light tanks were the melee dps, and everyone who specialized in Shield had access to a permanent form of Cover to protect and deter attackers from an ally.
The systems here are in an identity crisis: it has distinct Dark Age elements (overwhelming CC, traits accrued through PvP, RvR-specific zones) with Warcraftian progression (instanced arenas, gear treadmills continuously outdoing the last with statistic inflation). It doesn't know what to do with them or how to make them shine like they did in their original games. It would take a lot to salvage what we have now into something unique and invigorating.
Giving us obligations to meet goes much farther than neutering an entire role to its base functionality.
This will never be as fluid as WoW was. It just wont. What this game should instead try to be is a more tactical arena style game over a twitchy one like WoW. Where cooldowns need to be timed to get kills, well timed switches are important and having to remember which cooldowns the enemy has used. Having that decide the kill/CC target instead of it always being set in stone before the gates even open. Balls to the walls sprinting into enemy teams blowing everything shouldnt be the main goal in a game without any respectable interrupt system or such.
There isnt much skill in going 'lol sry immune to all CC for 10 seconds immediatly' or 'i press button now i cant be stopped while i have 2 ways to do exactly that to you, outplayed biatch'. Using pillars for line of sight shouldnt just get you CC'd anyway, outside of LoS of your own healer. If the game cant support reaction stuff then it needs to be more tactical and less tunnelvision which it doesnt support either through 30 second sleeps if not on sleeper 24/7 and sprint spamming which makes it detrimental for melee to even switch half the time.
Unfortunately the current cooldowns all seem quite bland and designed for pve so that do not change much in the flow of the fight. Why would i switch target because of some cooldown being used? By the time i reach somebody else that cant just sprint away that earlier cooldown is already gone and i now have to run back again. Only BfB sort of does the job in sometimes switching things up. And sleep i guess, which is a whole different issue in itself. We need more, and powerful PvP skills with powerful drawbacks.
I don't have much experience with pvp as other people, But i would like to see custom limit break balances for PVP-play. I think limit break is a pretty unique and flexible feature of this game and its a shame that the pvp doesn't take advantage of it.
-increased limit break gain (or timed LB gain. )
- OR start out with one stick of butter ready
- shortened or instant cast times.
-Increased potency, closer to a LB2 than a LB1
A ranking/matching system that puts me against people on my similar, sucky level.
To have indicators of what jobs or roles the other team is, like class symbols next to their names.
I'm excited about what they're going to do in 2.25, hopefully they show that they've learned something/are going in a certain direction.
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