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  1. #1
    Player
    Aaron_T's Avatar
    Join Date
    Oct 2013
    Location
    Wooster, OH
    Posts
    394
    Character
    Aaron Tee
    World
    Faerie
    Main Class
    Marauder Lv 50

    Needs Battlegrounds and different Arena's for PVP.

    I haven't gotten into it much but I really don't like that its always the same arena.
    When it comes to pvp I prefer larger scaled battles. The Chaos!

    I like the pvp ablity system that looks neat.
    I really think the physics need some work though.
    I feel like old school Street Figher 2 has better fighting physics
    than our combat. Like if you get hit with a giant attack, normally one would fly back and fall down not flinch or twitch.

    Also running through people like ghosts.... that kinda seems weird.
    But then again, suspend your disbelif right? Imagine it differently? I dunno.
    Guess I should not nit pick so much and use my imagination more?
    (1)

  2. #2
    Player
    Gerolan's Avatar
    Join Date
    Aug 2013
    Posts
    743
    Character
    Seraphima Cyngosa
    World
    Phoenix
    Main Class
    Arcanist Lv 90
    Final fantasy isn't exactly known for full on pvp though, I mean even in XI 90percent of the player base never knew pvp existed
    They need to offer more incentive to do pvp as all I see right now is "hey let's make a pvp group up for a laugh"
    (0)

  3. #3
    Player
    HakuroDK's Avatar
    Join Date
    Sep 2013
    Location
    Ul'dah
    Posts
    2,052
    Character
    Kinnison Cooke
    World
    Malboro
    Main Class
    Gunbreaker Lv 90
    I think we need a battlefield that contradicts the "Everyone run for the healer, but don't attack anyone else!"

    Honestly? I think Enmity-generating attacks in PVP should cause damage to a player that does not attack a player that has the highest enmity on them, and have the potency of that damage scale based on how much higher the highest enmity is from the second highest enmity.

    In the anime "Log Horizon", one of the skills of a Guardian (a Tank class) is called "Anchor Howl", and forces all enemies to attack that guardian, otherwise they suffer severe counterattack damage. I think Enmity could play a huge part in this so that there's not so much serious focus on chasing down a healer.
    (2)
    Last edited by HakuroDK; 05-01-2014 at 12:23 AM.

  4. #4
    Player
    Taaku's Avatar
    Join Date
    Jan 2012
    Posts
    104
    Character
    Taaku Shilamont
    World
    Balmung
    Main Class
    Pugilist Lv 60
    I know in XI, Provoke (and any other skill that did the same thing) Forced a player to target the person who used it for a time.

    I feel like it should so something similar in this game. (which would go along with what HakuroDK said) perhaps the Anchor howl-like punishment could be a trait you could buy with PVP points.

    I also Feel like flash should make you un-target everyone. (just for that use, and cant be immediately applied again, naturally)
    (2)

  5. #5
    Player
    HakuroDK's Avatar
    Join Date
    Sep 2013
    Location
    Ul'dah
    Posts
    2,052
    Character
    Kinnison Cooke
    World
    Malboro
    Main Class
    Gunbreaker Lv 90
    I definitely think tanking in PVP needs to be revamped so that enmity-generating attacks become relevant again. Maybe, going off of what Taaku said, perhaps having Enmity be a debuff that forces the target to only be able to use offensive attacks on the tank? Healers, of course, would still be pretty much free to heal, but something has to be done in PVP to make tanks relevant again.

    Especially if that means removing the Rodeo Clown-style "Chase the greased-up healer around the arena!" tactic 99% of PVP matches are based on.
    (1)