I beg to differ, and I'm not just speaking of 72 man slaughter here, more like PvP in general. The system they've set up is basically a rock beats scissors beats paper loop sort of deal that discourages soloing and 1vs1 which I actually like a lot, but it really could use some work.
Tanks, the actual tanks and not healers: They have no real way to defend allies outside of some very long cool downs and stun botting until resistances are built up. And even then only one of the tanks is actually capable of stun botting. Your basically a waste of space at that point once resistance is built up compared to an actual Dps/healer/whatever because its so easy to just CC a tank into non-existence. They need to give tanks a way to defend allies that doesn't revolve around stunning and long CD's otherwise your just a really weak dps that's ignored until everyone else is dead. Tanks need to be able to tank. That's one of the biggest problems I see right now.
Mages: They have no good ways to peel off melee once resistances have built up on their CCs. It doesn't help that a dps LB can basically one shot you if you aren't in a VIT build. Add in the fact that auto-attacks can interrupt spell casting and it only gets worse. You'll basically be at the mercy of a healer if they aren't getting bum-rushed themselves, or if there's even one present at all lol. Smart play and premades help, but once your chosen as tribute and marked for sacrifice your probably done for, especially if dps is smart enough to focus the healers first.
Healers: I think we agree here sorta. Healers have the largest effect of any job on the outcome a fight-especially before the cleric stance/holy spam nerf. An alli with 3 healers spamming AoE and targeted heals is almost unkillable if skilled. I would be more up in arms about it if weren't for that fact that >>> see below
Melee and Dps in general: They do way too much damage. Especially burst dmg jobs like DRG which I main, BLM, even a well played ninja with trick attack. A team of 2-3 DRGs can make short order of most jobs in the game with all the CDs that you get especially if your focusing people down. And I think most are familiar with what a entire alliance of BLMs are capable of at this point, no explanations needed here. I'd give them more flack if it weren't for that fact that >>>> see below.
Crowd Control: The built up resistances reset way faster then they really ought to. It makes for a rough time for non-Fetter Ward anything really. Even the fetter ward jobs have it rough once its on cool down. I'm guessing this is the way it is because mages aren't really given adequate peel-off skills. You could make the invulnerability phase longer, but doing so would screw over a lot of the mages hard, since again mages can't peel very well.
I've had the pleasure of playing most of these angles in PvP at length and I've seen all of this happen time and time again. Now is this 100% part of the problem with PvP or slaughter in general? Of course not. I think there's been enough threads pointing out many of the slaughter game modes flaws that most who look at it with a critical eye can agree its broken. I don't need to really repeat them here. But to deny that class balance isn't a problem or playing a rather large part of whats going on is certainly not seeing the forest for the trees.
Right now a small proposal fix I've been mulling over is:
Add an "aggression meter". Basically it brings an enmity mechanics into PvP. Obviously any class could make use of this, but it would actually allow tanks to, ya know, tank. The inspiration for the idea comes from street fighter alpha and basically it works in a similar manner to guard crush. Once I've built up enough enmity or "aggression" on someone it gives you a status effect that forces you to target that person for a set amount of time (lets say 5-10 seconds) and it can't be purified. Once my aggression has reached its peak and I'm forced to target someone my aggression resets on anyone who was targeting me. With a system like this you could protect vulnerable players from getting ganged up on, or forcing WHMs into targeting you instead of healing team mates. You could even add enmity or "aggression" shedding abilities to mages and aggression building skills to tanks.
Similarly provoke needs to instantly force someone to target you. It actually used to work that way in FF11 pvp and I see no reason why it couldn't work here.
I think something like this could add more depth then just zerg zerg zerg and introduce an interesting new meta game to PvP. It certainly would go a long way toward balancing the rock-paper-scissors they got going on and you could actually shield vulnerable mages, keep people from being focused down by coordinated groups, and possibly tone down CC spells this way.


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sucks but its true.




