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  1. #1
    Player
    uryu17's Avatar
    Join Date
    Aug 2013
    Posts
    28
    Character
    Death Dragon
    World
    Behemoth
    Main Class
    Pugilist Lv 60

    This will solve most of the PVP issues.

    Making tanks Useful, this is something I often ask myself, when playing PVP, why can't the tanks generate aggro and why isn't there a aggro system for tanks. this would solve a lot of issues and make tanks useful. SE trying to take the easy way out? Here is a small list of things that it could fix, if tanks could generate aggro in PVP.

    Caster- will not get interrupted nearly as much and will be able to do their jobs more efficiently.If you have a good tank he/she will be able to keep the aggro off the group ,if you have a good healer they will be able to keep your meat shield alive along with the rest of the group. Healers may still be TOP priority and that is to be expected but this Will lessen the burden that the healer has to carry and split it more evenly. Depending on your skill level this will also change the group makeup for some groups, so instead of having two healers. A skilled group could go in with just a one healer and one tank. would look something like this.
    (0)
    Last edited by uryu17; 01-11-2015 at 01:15 PM.

  2. #2
    Player
    uryu17's Avatar
    Join Date
    Aug 2013
    Posts
    28
    Character
    Death Dragon
    World
    Behemoth
    Main Class
    Pugilist Lv 60
    Healer (keeps tank and party alive) > Tank (tries to keep aggro and absorbs the Damage) > Dps (caster will be interrupted less and it would become more fun for the)

    why should caster have to kite...
    what do you guys think?
    (0)

  3. #3
    Player
    Andriel's Avatar
    Join Date
    Sep 2013
    Location
    Gridania
    Posts
    94
    Character
    G'andriel Ilythiir
    World
    Ragnarok
    Main Class
    Botanist Lv 60
    You should stick to the carebear content you're familiar with and leave PvP alone.
    (8)

  4. #4
    Player
    Velox's Avatar
    Join Date
    Sep 2013
    Location
    Sharlayan
    Posts
    2,205
    Character
    Velo'a Nharoz
    World
    Mateus
    Main Class
    Scholar Lv 90
    Quote Originally Posted by Andriel View Post
    You should stick to the carebear content you're familiar with and leave PvP alone.
    Implying PvP isn't carebear in FFXIV?
    (6)

  5. #5
    Player

    Join Date
    Jul 2011
    Posts
    644
    I don't get this very well, why tank would take aggro on Player who act like they want, actualy you want your tank to put charm debuff on players ?
    Pvp is not Pve, mob and boss react to the enmity, the player will not react to enmity and they attack the enemis they want.
    Maybe tank should have more protector tools on pvp, but don't think them will be used like you use them in pve.
    I play a lot PVP and i do also Pve, i would not say pvp or pve is for carebear.
    High End PVE like coil still good challenge.
    It is the result of having a so small pvp community you say the pve is just for carebear ?
    (0)

  6. #6
    Player
    uryu17's Avatar
    Join Date
    Aug 2013
    Posts
    28
    Character
    Death Dragon
    World
    Behemoth
    Main Class
    Pugilist Lv 60
    I'v played many mmos and a lot of them work this way and are way more HC then this game. This seems to work well for them and would not mind seeing some kinda change, to make PVP more balanced. examples of games like this in PVP would be EQ2 and wow, there are lot more. btw Andriel i understand that you like things as they are,and maybe afraid of change. Please don't think that this game is for the HC in any way. If this does not make since to anyone, explain your reasons. not trying to start crap. just putting what i think should happen, does not mean it will. Btw I bet if the mechanics was already the way i explained it, you would be use to it and telling someone else it should not be change do to the fact that you are comfortable the way things are. Change is inevitable for better or worst it will happen.
    (0)

  7. #7
    Player
    Stihllodeing's Avatar
    Join Date
    Oct 2014
    Posts
    180
    Character
    Stihl Lodeing
    World
    Mateus
    Main Class
    Gladiator Lv 24
    Quote Originally Posted by uryu17 View Post
    ...snip...Caters- will not get interrupted nearly as much and will be able to do their jobs more efficiently..snip....
    It's just fast paced. And when they make a mistake it's compounded ten fold. Take my wedding for instance. We wanted the beef stroganoff. They mixed it up and brought up lemon chicken. Simple mistake right? Ya well tell that to my aunt!!
    (1)

  8. #8
    Player
    Martin_Arcainess's Avatar
    Join Date
    Aug 2013
    Location
    Ul'Dah
    Posts
    1,061
    Character
    Martin Arcainess
    World
    Phoenix
    Main Class
    Dark Knight Lv 90
    I'm not getting what Tank having Aggro on other players would do? Would it decrease the Damage the Enemy player *EP dose to your Team mates? Will the Tank deal more damage to the EP the more Aggro the Tank has on them? Gotta be some form of stat change in order for Aggro to be of any use in PVP.
    (0)

  9. #9
    Player Deelo's Avatar
    Join Date
    May 2011
    Posts
    165
    Character
    Dee Loe
    World
    Sargatanas
    Main Class
    Conjurer Lv 50
    Tanks are already very useful **when played well**. You can apply that statement to every class/job...

    My first reaction to this thread was a huge /facepalm and thinking to myself "how can people be so clueless?", but after thinking about it, I can understand why you and many others think there are issues. It's not your fault that roughly 90% of said tanks/healers/casters (excluding pre-mades) don't really know how to be useful. You can't even begin to fathom how awesome these 'useless' jobs are because you *might* see one good one every 10 matches or so.

    Yes, this is a heavy PVE game, but when it comes to PVP you have to think outside of that box. Certain armor and abilities may serve you well in PVE, but hinder or render you damn near useless in PVP. If more people could start by understanding that concept, the rest should fall into place. Please don't ignore the following thread, it has a lot of great information on gearing up for PVP. I really wish it was sticky'd lol.

    http://forum.square-enix.com/ffxiv/t...king-gear-sets

    Tanks: In PVP, the way you 'defend' your allies is different...reducing damage (Testudo, Thrill of War, etc), preventing them from taking damage (stun-locking, Cover, Holmgang, etc) and by doing as much damage as you can. 'The best defense is a good offense' comes to mind. Lose the VIT and Parry gear, use STR on your right side. If you can, twink your left side so that you have max Determination > Crit > Skill Speed. You want as little accuracy as possible. HP is not a big deal because in groups, you will almost always be the last person to be targeted.

    Casters: Make good use of your CC, keep distance. Remember Blizzard 2, Surecast, and Tridisaster? They serve almost no purpose in PVE but you should dust them off, they're super useful in PVP.
    (6)
    Last edited by Deelo; 01-11-2015 at 09:51 AM.

  10. #10
    Player
    Domira's Avatar
    Join Date
    Feb 2012
    Location
    Ul'dah
    Posts
    272
    Character
    Corvus Lament
    World
    Excalibur
    Main Class
    Dark Knight Lv 60
    The current problem with PLD/WAR is that their presence isn't important enough to shift the tide of a fight. Sure they have some niche mechanics, but for the most part other classes have access to those skills in some way. Also since they aren't tanks in pvp, their mitigation abilities go to waste. Being able to force players to attack you is not the solution, it would be disastrous if they made that happen.

    The solution in my opinion is bolster PLD/WAR CC abilities, instead of being a "tank" they will be "control" in pvp.

    * Defiance, Shield Oath increases the duration of outgoing CC and reduces the duration of incoming CC.
    * Glory Slash removes beneficial buffs first instead of useless ones like protection
    * Glory Slash CD reduced to 90 secs (traited)
    * Cover CD reduced to 60secs, now also transfers magical damage to the caster
    * Mythril Tempest CD reduced to 90secs when traited
    * Thrill of War CD reduced to 120secs when traited
    * Testudo CD reduced to 120 secs when traited
    * Storm's eye HP recovery debuff changed to affect outgoing and incoming healing
    (2)

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