PvP Suggestions:
This game excited me because it is one of the last MMOs with PvP that does not include “action” combat or self-healing/defense. These games include Wildstar, GW2, Tera, etc… I think that style of play is very annoying and better suited for console controllers. I happen to like the Holy trinity and using a keyboard. FFXIV has some great PvP instances already in-game and a lot of the PvP gear and abilities are well designed. Keep up the good fight SE! Not all of us want to spend our PvP time doing dodges and double jumps while praying we get to land long enough to cast something.
Above all other considerations please continue to work on making PvP queue times faster. PvP is arguably the fastest paced entertainment you can get from a MMO. Nothing kills the mood more than waiting 30+ minutes for the instance to pop. Please do whatever possible to keep PvP queue times at 5 minutes or less.
Limit Breaks:
These are inherently imbalanced. The melee LB is basically a one-shot kill on any caster. The caster LB is a lag nightmare (how many times have you thought… I wasn’t anywhere near that!). The Bard LB is a heal? Everyone has opinions on what LB’s are OP and LB’s are under constant criticism.
In Slaughter, the timing of these LB’s decide the match more often than not against PUG teams. In Secure, an early LB casted before the node by a griefer or an inexperienced player means certain defeat.
I don’t think these have a place in PvP. My suggestion is to remove LB’s altogether. If it is absolutely necessary to keep these in the game then please change LB’s to a self-only stat buff.
Party Window LoS indicators:
Please give party members a way of recognizing they are out of sight or out of range of their healers. Most games I know will dim a player’s name in the party window if they are like this. It is important to know when you’ve extended too far and when you’re backline needs to inch up.
Invulnerability:
It has no place in PvP whatsoever. If you get rooted and surrounded by a pack of melee then you deserve to die. And no one should have the ability to run into the middle of the enemy’s team and cast invulnerability. It is a cheap dirty trick to pull on a team that did everything correctly to kill you. In Secure, it was an even larger problem because you saw Paladins single-handedly hold flags against light parties. It is still punishing the team that is playing better.
Auto-attack interrupts:
Casts should be interrupted by actual interrupts and CC alone. I prefer melee to actually use a skill to interrupt me. This is an old debate. Melee want to keep the system as-is (duh…) and casters were almost non-existent previously in Secure because of how easily they were shut down. There are enough interrupts in the game that this should not cause a major overhaul to combat. And, the cast times in this game are long enough as it is without getting interrupted by garbage like this.
I am well aware that casters had a brief moment in the Wolf Den sun before CC was nerfed. But that isn’t the case now. They are at a severe disadvantage and should have more options then run away or die when getting caught alone versus a melee.
Grand Company restrictions:
Please remove the Grand Company restriction for Frontlines and create a mercenary system. Allow players to earn PvP experience in their own GC while filling in for a short-handed GC. Allow light parties of cross-GC groups to queue together for Frontlines.
Obviously I don’t have access to the data. But I know firsthand that changing GC’s is the biggest impact on FL queue times. People want to PvP with friends and at a fast pace. I think this is the logical step in correcting both of these issues for PvPers.
PvP Gear adjustments:
Please add a significant amount of Vitality to PvP gear. Everyone seems to be wearing tank accessories EXCEPT for tanks… Let us get enough vitality to escape while keeping our better stats.
PvP Roulette Rewards:
Add PvP experience to the rewards and let light parties and fewer queue together in the roulette. This was suggested a long time ago. I can remember a DEV responding to it but it seems to be forgotten now.
Borderland Ruins (Harvest):
I suggest a new PvP objective instance using this zone map. It is a resource gathering game. The objective is to carry as many “crystals” (insert appropriate FFXIV lore item here) to the team’s OP as possible. Each of the contested areas (Manors, Markets, Temple) will have 3 crystals spawn. Picking up a crystal will require an interruptible cast time and will give you Heavy debuff while carrying the item. Teams can either stealthily grab one crystal at a time or go full death match style to bring all 3 back to the OP at once.
After X amount of crystals have been gathered, have the node spawn in the middle for additional points or have higher point crystals spawn in the middle. Then, another round of crystals spawn at the contested areas.
Also make it possible to “steal” crystals from an enemy’s OP (looking at you Ninjas). This will add some drama to the premades who think they can overpower a team and ignore defense.
Not all of these are my suggestions are my own, but this is almost everything I would like to see happen.