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Thread: On the new PvP

  1. #1
    Player
    Timat's Avatar
    Join Date
    Jan 2015
    Posts
    148
    Character
    Kane Shadowbane
    World
    Jenova
    Main Class
    Samurai Lv 70

    On the new PvP

    So I have been focusing on MSQ on my SAM and just finished them yesterday but I did PvP to gain levels when I needed as I was doing MSQ and have pvped a bit since completing MSQ as well.

    To be honest, I like the new system for the most part. Its simple but not too terribly simple. I think we could stand to use maybe 1 or 2 more abilities but I think overall its a good start.

    A few things I have noticed though:

    1) The 72 player PvP zones....are hell for melee. I mean unless I catch someone on their own running away or trying to sneak around...I dont stand a chance as there are always 6 casters waiting to pounce on anyone that gets into melee of their group. 8v8 and 4v4 though I find quite fun as melee.

    2) Healing seems....a bit strong. I am honestly not sure as I keep going back and forth but it seems to me that there isnt enough burst in most classes to really push healers. Seems too easy to keep allies topped off.

    3) Melee could use a shorter CD gap closer at times I think. As a sam or any melee DPS I feel obligated to take sprint or else I will never catch a running target.

    One big thing I think needs to be addressed in the future is...there needs to be a carrot.

    At the moment there is not a lot to spend wolf marks on. there are some glamour PvP gear you can get sure..but the gear is pretty basic in its looks to be honest (at least the SB armor PvP I have seen) and does not impact PvP performance.

    So I have a suggestion or two:

    1) Allow gear to influence PvP stats to a degree. The idea is, give everyone a baseline amount of stats for their class (much like we have right now). Then allow gear (depending on ilvl) to increase those stats by a certain percentage. For example if you have ilvl 350 gear your base stats would be increased by 10% or something. This would allow you to put stats back on PvP gear and make them somewhat meaningful again aside from just looks.


    2) Add a reward system/vendor.

    Here is the idea...based on some metric (pvp rank, total wolf marks gained, etc.) allow people to go to a vendor and purchase items with their wolf marks. The higher your metric the better/more items you could buy. It could be a tier system like so:

    T1 items: Emotes, glamours, minions, small stuff

    T2 items: More/better emotes, glamour, minions, etc. As well as mount(s) and consumables.

    Now what do I mean by consumables? I was thinking of items you could use in an unranked PvP setting or in the open world (not on trials, MSQ, etc). Like for instance one item could be a "FATE whistle" that when used force spawns a random FATE in the zone you are in. Another could be "Battle Standard" that when used creates a zone that increase health or damage or etc. of you and your allies for a time. Another could be "Liquid Courage" that is a potion that when used gives you a stat boost for a short time.

    These consumables would add some spice to leveling alt jobs and give some incentive for people to try out PvP even if that is not their main focus.

    T3: Better versions of the above plus weapons, house items, etc.

    and then you can add more and more tiers as needed.

    Basically one big issue with PvP atm is that we need something to spend the reward on because aside from basic looking glamours...there isnt much there.
    (0)

  2. #2
    Player
    Mirch's Avatar
    Join Date
    Jun 2014
    Location
    Gridania
    Posts
    810
    Character
    Mirchea Luslec
    World
    Odin
    Main Class
    Conjurer Lv 70
    Quote Originally Posted by Timat View Post
    2) Healing seems....a bit strong. I am honestly not sure as I keep going back and forth but it seems to me that there isnt enough burst in most classes to really push healers. Seems too easy to keep allies topped off.
    Actually it is the opposite, it is harder to heal. If people attack randomly then it is easy life for healers.
    Most classes can burst, check SAM, MNK..it is about coordination and CC. You can't kill a healer in 1v1, a healer should never lose a 1v1. You need your party to assist you, your tanks to stop your healers from healing: stun healer, then silence, then pull/push, etc.. and while doing all this deal damages.
    (1)

  3. #3
    Player
    Pence's Avatar
    Join Date
    Jul 2011
    Location
    Limsa Lominsa
    Posts
    1,455
    Character
    Bravo Whiskey
    World
    Ravana
    Main Class
    Arcanist Lv 90
    I think the whole 'can't catch a player' thing promotes teamwork. When I was leveling WAR a ranged heavy made quick work of runners, and Holmgang is amazing for pulling players out of a large group for Melees to play with. (Even though I think it's pretty lackluster compared to Hallowed).

    Rewards do need to be upped. I'd settle for something like: 20k Marks for 1 token, need 10 tokens for the first mount. 25 for the second. 50 for the third.

    Gear was horrible and should not be involved again.
    (0)

  4. #4
    Player
    Mirch's Avatar
    Join Date
    Jun 2014
    Location
    Gridania
    Posts
    810
    Character
    Mirchea Luslec
    World
    Odin
    Main Class
    Conjurer Lv 70
    As melee ideally what you would do is wait for tanks to lure enemies then beat the hell out of him.

    Drk pulls to your party, pld stuns him, nice 1 kill and keep goin on.
    Holmgang player and kill with party.
    Pld goes in fully buffed, pops hallowed ground, U turn, lure an enemy into your party, stun/hevy/bind and kill.
    That's how you win battles in frontlines
    Or rush in with tank lb, CC healers, kill everyone.

    Just do not try to solo unless safe and target is easy kill. If you die your team loses points and other team gets points.

    I'm up for frontline consumables such as those TP feathers
    (2)

  5. #5
    Player
    Flowroro's Avatar
    Join Date
    Jun 2017
    Posts
    15
    Character
    Flow Roro
    World
    Faerie
    Main Class
    Dragoon Lv 70
    As a melee DPS role, if you just blindly walk into a zerg you are bound to get gunned down. Letting your tanks lead the charge or waiting till things get chaotic/them engaging on you is the way to go.
    (1)

  6. #6
    Player
    silverlunarfox's Avatar
    Join Date
    May 2015
    Location
    Shirogane
    Posts
    1,036
    Character
    Loki Lux
    World
    Lamia
    Main Class
    Gunbreaker Lv 80
    Melee DPS are best for killing stragglers or tank captured/pulled targets. Never charge into a group unless you know damn well you can get out otherwise youre always going to get murdered. So its not hell for a melee, it just requires an assassins way of thinking.
    (0)

    "Within each of us, the potential for great power waits to be released."