Would like to see SE implement PvP experience received for capping flags/kills/etc. This would also include PvP logs of x amount of kills = bonus exp much like in wolves den where you win x amount you also receive a bonus.
Would like to see SE implement PvP experience received for capping flags/kills/etc. This would also include PvP logs of x amount of kills = bonus exp much like in wolves den where you win x amount you also receive a bonus.
Experience bonus for capping flags I can agree with, but not kills.
I have a serious issue with kills that only count when you get the last hit. I cannot stress how many times I've chased down enemies on my war only to have my kill stolen by an lolbrd out of nowhere. I always take killcounts with a grain of salt. Unless they change the kill registration system, I'm going to have to disagree on getting exp for kills.
Ahh. But I said kills, not deathblows. Assists would count towards pvp experience gained from ones death (hint hint healers would also get the EXP for participating). Although exp gained towards kills/caps/etc would be minimal, it would give more incentive for players. Some of you really need to dive deeper into PvP mechanics instead of the shit SE is giving you.Experience bonus for capping flags I can agree with, but not kills.
I have a serious issue with kills that only count when you get the last hit. I cannot stress how many times I've chased down enemies on my war only to have my kill stolen by an lolbrd out of nowhere. I always take killcounts with a grain of salt. Unless they change the kill registration system, I'm going to have to disagree on getting exp for kills.
I can tell that no one in the FF community has an ounce of PvP experience outside of Frontlines...so sad. Many changes need to be made in order for Frontlines and the future of FFXIV PvP to succeed, however as this is a PvE based game, I will not hold high standards for what SE decides to do.
Agreed with Kassiekane, but I don't agree with the flag capping one either. Battles should happen on or around flags, yes, but sometimes it's necessary to not be on the flag in order to make it to your target. Thus, valuable tactics and plays are screwed over because they weren't right on the point when it turned. Rewarding for kills and damage would also provide even less incentive to roll healer. You could reward for amount healed, but right now you could pad your heal numbers by overhealing. That would need to be corrected.
I'm 100% for performance incentives, but I think the first step is getting rid of that losing team's EXP bonus...

while i agree with that flag and kills shouldn't be rewarded (except if some changes are made to how these are credited), the main difference between pie and pvp in healing, is that over healing is actually very good (except if you run against a pre made team on teamspeak, then its useless). Its good in a way that the opposing team does not know who to attack, as no one is losing a significant amount of hp, that means their damage will be spread over all the team members (or even over all the healers is good instead of focused on 1 healer).Rewarding for kills and damage would also provide even less incentive to roll healer. You could reward for amount healed, but right now you could pad your heal numbers by overhealing. That would need to be corrected.
I'm 100% for performance incentives, but I think the first step is getting rid of that losing team's EXP bonus...
Yeah I understand. In that way it's great. You can just spam Medica II at the base though before the match starts to gain healing points is what I mean. It's very much open to exploitation.while i agree with that flag and kills shouldn't be rewarded (except if some changes are made to how these are credited), the main difference between pie and pvp in healing, is that over healing is actually very good (except if you run against a pre made team on teamspeak, then its useless). Its good in a way that the opposing team does not know who to attack, as no one is losing a significant amount of hp, that means their damage will be spread over all the team members (or even over all the healers is good instead of focused on 1 healer).
Players would be X amount of xp, and it would be split between those involved in the kill. Spamming heals would not reward you any credit while away from the kill or combat (See War AoR Scenarios for example). XP from a kill would be divided via the amount of contribution one put forth. Also lowering the value of xp a person is worth after every death would block out the exploit of kill farming. There are many exploits that one can come up with, and for every one there is a counter. Thank you for contributing to this post.
Annnnd the mouthing off starts. Not even gonna bother with this one.

The only change they need is to separate premades and solo queue. the rest is fine. And if you didnt hold high standards then why are you crying about it in every single thread?
Last edited by Zagam; 12-28-2014 at 10:59 AM.
Atreus, if being realistic about PvP bothers you, then I guess your loss.
Zagam, I will still boast my opinion of what needs to happen for PvP to be successful. That doesn't mean I am "crying" because I am calling SE out on what I think they are doing wrong.
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