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Thread: PVP Currency

  1. #1
    Player
    TheX's Avatar
    Join Date
    Jul 2015
    Posts
    15
    Character
    Xii Xii
    World
    Zalera
    Main Class
    Ninja Lv 70

    PVP Currency

    This is an Idea I've had for a long time, and i think it would help PVP as a whole.
    i have posted about this before a long while ago, this is just more in-depth with a few things, feel free to pitch any ideas or thoughts of your own!

    Currency
    Yes, i know we have a lot of currencies. but with pvp slowly becoming more popular add in a new currency along with the wolfmarks. these new currencies can be. used to purchase items and upgrade pvp gear, these currencies can be. Fangs and Claws and to obtain them, can be like drops from killing certain rolls of players
    For Example
    Fangs can be obtained from killing DPS classes
    Claws can be obtained from killing HEALER or TANK classes.
    (*one for every kill)

    *And for the daily bonus you can add a bonus to them as well with the Wolfmarks and Tomes*

    This post goes a long with this one http://forum.square-enix.com/ffxiv/threads/296157-PVP-Gear http://forum.square-enix.com/ffxiv/t...P-Gear-%282%29
    (1)
    Last edited by TheX; 06-18-2016 at 02:00 AM.

  2. #2
    Player Vaeria's Avatar
    Join Date
    Mar 2014
    Location
    Bastok/ S. Gustaburg...now and always.
    Posts
    402
    Character
    Devil Panzerfaust
    World
    Excalibur
    Main Class
    Archer Lv 80
    I actually really like this idea (as a career melee at least). Would really give people incentive to kill others over the play itsafe/ do NOT fight unnecessary battle- mentality seal reeks of. Might not be so good for healers though (not being able to get kills as one) Hell..i'd even go so far as to say, let us design 'PvP relics' using this system (kill 20 drgs, 5 plds, and 1 blm for upgrade LvL 2 ...with each providing the required token for said upgrade) Having a side objective whether on a winning or losing team is always refreshing.
    (1)

  3. #3
    Player
    Exira's Avatar
    Join Date
    May 2014
    Posts
    221
    Character
    Melania Trump
    World
    Excalibur
    Main Class
    Conjurer Lv 50
    This kills the remaining interest in playing healer
    (0)

  4. #4
    Player Vaeria's Avatar
    Join Date
    Mar 2014
    Location
    Bastok/ S. Gustaburg...now and always.
    Posts
    402
    Character
    Devil Panzerfaust
    World
    Excalibur
    Main Class
    Archer Lv 80
    I dunno...kinda think it actually balances out. Teams where no one wants to heal will obviously provide significantly more tokens to other teams where someone is willing to. Either that..or somehow give healers a preset amount of tokens if they played the required amount of time as a healer in one match? (...damn healers..always gotta fug everything up.)
    (0)

  5. #5
    Player
    Geologo's Avatar
    Join Date
    Nov 2013
    Location
    Gridania
    Posts
    472
    Character
    Leinas Kroma
    World
    Ragnarok
    Main Class
    Armorer Lv 90
    In this scenario healers can be rewarded with assists, and usually I have far more assists than Kills,
    something like "every assist on a DPS death earn 50% chance to drop a Fang etc..."

    Anyway actually even if I would like to grind a lot the pvp (I love to play it), I wonder how a pvp relic on this pattern could be useful, you can already get your BiS mixing PvP and PvE gearpieces.
    The only difference could be to have special Materia slot on those gear that allow PvP materias to work in PvP areas.
    BUT
    Even If I love to have some kind of progression, this will build a wall between newcomers and people who grinded this content, and in a PvP scenario, I find it unfair :/

    If they do something like this, they really should try to balance the PvP resistance too, or make them act differently (like "Materias does not affect you but people in your party close to you till a total amount of +50 resistence points(among all resistances)" )

    Or give to the PvP relic some special abilities and you have to decide wich would you like to have, but they activate themseves in the battlefield only for a small amount of time and if triggered.
    Sorry, I'm dreaming again xD
    (1)
    Last edited by Geologo; 06-23-2016 at 08:11 AM.

  6. #6
    Player Vaeria's Avatar
    Join Date
    Mar 2014
    Location
    Bastok/ S. Gustaburg...now and always.
    Posts
    402
    Character
    Devil Panzerfaust
    World
    Excalibur
    Main Class
    Archer Lv 80
    You JUST said it, and I applaude you 10-fold. 'Special Abilities' relic...that only functions in pvp. 1-2 added effects of your choice. Ex: Random double skill damage trigger (Empyreal Arrow /Barrage hits twice with proc) Occasionally autoattacks 2-3 times. Added fx stun/heavy. Some skills may only allow 1 to be set since more powerful -Megadrain, (huge, and I mean HUGE hp drain) TP/MP breaker (completely remove opponent's tp or mp (down to flat 0) 300,000WM for stage 1 upgrade, 850,000WM for 2nd (2nd ability allowed) abilities earned through tokens + kills. Make us literally have to grind in the fires of hell itself to get em. And ya I know its another case of community vs casual but by god what motivation to pvp.

    I remember how proud I was just to hit rank 30..to reach Hand of Mercy and such. Even in times where the team was losing horribly, didn't matter to me simply beause I had these auxilary goals still fully in play. So giving us a grossly hard to get relic (that even hardcore pvpers will have to work their mother's arse off for) would be immensely satisfying. At some point this 'Casuals will feel underpowered/inferrior' bs HAS to stop. Give us something tangible, something we can dig our fingertips into til they get bloody. I mean, hell..the WM system is already in place and begging for new items besides armor/accessories/ usual weaps. (and now we know how the materias can be acquired!~
    (0)
    Last edited by Vaeria; 06-23-2016 at 09:02 AM.