I am ok with this, ONLY, if the other damn actions did not lock your movement.
I am ok with this, ONLY, if the other damn actions did not lock your movement.
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That's another thing that's been asked for quite some time, and I'm sure in due time the majority of them if not all will receive the same treatment the Active/Passive mode thing did, i.e. allowing us to perform it while moving, even if with a small slowdown.
Doubt this will happen before 2.0 tho
....Blizzard alone is notorious for balancing their MMO and online games towards PvP play. If you try to focus on PvE in WoW after a PvP based updated, do you not notice how PvE gets extremely unbalanced in the process? So you did kind of prove her point that MMOs with strong PvP the balance is always tipped in favor of it rather than PvE, so people who enjoy PvE gets to enjoy shitty PvE content that's extremely unbalanced while they sit around trying to perfect PvP, something you may not care for.I don't see how you could get to those conclusions.
WoW has one of the most competitively-driven (e-sports like) PvP, which receives a lot of attention with international and local tournaments, and yet despite all of this attention, the game and the player base clearly focus more on PvE.
Still, a lot of people don't care for PvE and play the game only for PvP, and vice-versa, and then there are those who enjoy both parts.
In a japanese game like FFXIV, with developers who have a certain mindset and an user-base which also has a pretty clear mindset, it seems kinda obvious to me that even if FFXIV will have a much deeper and more deployed PvP system compared to FFXI's Brenner and Ballista, it will still be a secondary thing compared to the plethora of PvE activities the game will offer to its playerbase.
Also, I don't have numbers in my mind atm, but at least the majority of MMO I can think of atm all have pretty different mechanics for PvP and PvE. WoW is one of the few who uses almost the same mechanics for PvE and PvP, at least when it comes to spells/actions (just a bunch of them are adjusted for PvP).
It is much more difficult to balance both PvP and PvE at the same time (=them using the same system) than balancing them separately.
I agree, this is why separating those 2 parts is the only way i see to not break the balance between those 2 sides of the game.MMO balance is always tipped towards PvP and not everyone wants to do PvP if they want to enjoy the game.
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"Notorious" according to who exactely? Are you trying to express and share your own opinion? That's fine, I disagree but respect your opinion.
Or are you trying to say that's a commonly shared opinion everywhere and that everybody would say the same? Because in that case I would have to disagree again.
Btw, if it helps you in any way, I've been playing (and still play) WoW 'till patch 1.6 (altough I played a bit of beta too).
The fact they're not "good" is debateable but I could very easily agree with that, at least to a certain extent.
But saying that is very different from saying "PVE experience gets ruined because all Blizzard cares for is balancing things for PVP consequentially breaking it for PVE".
That would be a very shortsighted opinion coming from someone who mainly cared for PVP, got burned, and never really cared that much to play PVE at high levels.
Last edited by Monsalvato; 01-06-2012 at 04:15 AM.
Agreed, specifically in reference to Ifrit (although this would probably apply to other similar instanced battles in the future) it would make it nigh impossible to Cure or Nuke on a consistent basis where your constantly moving about to avoid Eruptions and the occasional Plume without taking serious risks. Taking into consideration of coming to a full stop, lag compensation between the client and the server, beginning animation lock, ending animation lock, and the spells cast time it likely would take a few more seconds to cast each spell successfully. That's not considering the time lost when a spell is cancelled from premature casting due to client/server lag, and the potential dangers animation lock already poses once a spell gets past the point of no return. I might be just over-analyzing though.
Absolutely. PvP has destroed and ruined MMOs since they started trying to put PvP in MMOs.PvP is just gonna lead to everyone calling a class cheap and be nerfed.
Black Mage will get a big nerf, calling it right now.
"Wahhhh this black mage just hits me with Blizzara, to hit me with gravity."
"BLack Mage's combos are too powerful and almost kill me in one combo, nerf it."
I hate pvp, I will never do it/use it. But there will be lots of people who will complain and ask for jobs to be nerfed. it always happens. Frankly, I am tired of that bull shit. If this could be done it needs to be done like this: make pvp zones change the playstyle, like movement canceling, like an instance.
Soloing, I don't see a problem with how it is now. It's strategy and timing with a hint of luck (possible resists)
Player
Im all for movemenet interrupting spellcasting, that being said I agree with Jinrya-Geki and hope that PVP doesn't destroy this games PVE balance like it does in other games.
I'm not a fan of spell casting being interupted by monsters though, espeically if its going to be 100%.
Reading his post most of it is regarding PVP though, it definately comes across that the decision was made based mostly with that in mind if you ask me. (perhaps you interpreted it differently though)PvP issues did not influence his decision on how solo and party playstyles will work.
Last edited by Jinko; 01-06-2012 at 04:52 AM.
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