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Thread: PVP: 3.0 vs 4.0

  1. #1
    Player
    SummerScorcher's Avatar
    Join Date
    Jul 2016
    Location
    Gridania
    Posts
    149
    Character
    Lilla La'aurora
    World
    Phoenix
    Main Class
    Dancer Lv 98

    PVP: 3.0 vs 4.0

    (well video BBcode doesn't work for some reason so here's the link instead https://www.youtube.com/watch?v=l70lbhz3uiM)
    So this is pretty much a little comparison/ranting video I made and wanted to share, remember it's all opinion based etc etc. I know it's not a popular opinion but all of my friends that did PVP regularly feel the same way aaand I kind of just wanted to share my thoughts about it.

    Soooo yeah if you'd like you could share your experiences with 4.0 PVP in comparison to 3.0.
    (1)

  2. #2
    Player
    BloodRubyXII's Avatar
    Join Date
    Nov 2013
    Location
    Völs am Schlern, Italy
    Posts
    1,007
    Character
    Owa Owa
    World
    Odin
    Main Class
    Ninja Lv 100
    I prefer 4.0 PvP to 3.0, but I also really enjoyed 3.0 because of the depth involved, but I am willingly trading it for the distinct possibility of a more active ladder in S5. Plus, I played SMN for more or less 90% of S4, and honestly it was painful, you're relegated to peel lord every time you can't DWT-Aetherflow burst, which means for more or less half the fight you are a waste of a caster queue. At least now everyone feels like they more or less do steady constant damage. This is SE's goal though, to make it as simple and as easy to learn as possible, unfortunately this would normally go hand in hand with "hard to master" but it's not really even that. I'm playing AST atm and enjoyable it is it has virtually no thought process, B1, B2, B1, B2 over and over. Don't even need to think about my cards since I can just throw them whenever I please since draw CD will tick whilst it's in my hand anyway.
    (0)

  3. #3
    Player
    Kalocin's Avatar
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    Jun 2017
    Posts
    270
    Character
    Letho Orwyth
    World
    Leviathan
    Main Class
    Gunbreaker Lv 100
    There's a lot of good QoL changes but I think they may have went a bit too far on the ability pruning since it feels more like you're rotating your best skills on CD instead of saving them for certain moments. I'd say there's definitely more "I'm whacking a training dummy" involved when it's melee vs melee though.
    (1)

  4. #4
    Player
    Cammel's Avatar
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    May 2017
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    52
    Character
    Camel Dan
    World
    Exodus
    Main Class
    Samurai Lv 70
    I think the point is adapting. Anyone can burst now it jus comes down to being smarter in a way
    (0)

  5. #5
    Player
    SummerScorcher's Avatar
    Join Date
    Jul 2016
    Location
    Gridania
    Posts
    149
    Character
    Lilla La'aurora
    World
    Phoenix
    Main Class
    Dancer Lv 98
    I feel it's alot less adapting now than it was before. I mean, you can memorize what every class can do in a fight (which you could do before, but there was alot of variety a player could choose from- again, to me it's more like class vs. class than player vs. player at the moment- a phone-app lite edition of what it previously was.) Example, it's 3.0, you're fighting a Warrior and all of the sudden they pop berserk, internal release, etc. You know the double-fell cleave is about to hit you in the face. If you're a DRK you'd be able to counter it with Carnal Chill, maybe just normal cooldowns. If you're a melee, maybe you could try stunning and making a run for it (or just accept your inevitable doom lol.) etc etc- you get the idea. I don't really get that excitement from new PVP anymore. You see a monk pop Riddle of Fire and you either accept your fate or kill them before they kill you (of course there are a few exceptions in that regard depending on what class you're playing)

    Kalocin, while I haven't been actively using melee in the different PVP modes/duels, how diverse can a melee fight get? I mean, there's not that many options to choose from. One has a quickly-achieveable burst while the other needs a bit more time to set it up. If you'd repeatedly duel the same class, wouldn't you see the same thing being done over and over again? Two jobs trying to see who can press their buttons faster? If someone defeats you multiple times in a row as the same class, you're obviously doing something wrong, you adapt to what they do and try to use your skills in a different manner- there's so little to do that with, you'll figure out your opponent, the optimal rotation in 2 duels and it starts getting boring. There's very little to adapt to IMO.
    (1)

  6. #6
    Player
    Koltik's Avatar
    Join Date
    Sep 2013
    Posts
    686
    Character
    Koltik Morrel
    World
    Leviathan
    Main Class
    Pugilist Lv 66
    I'll just say that they made the changes to make PvP easier, yet the players that were bad before are even worse now. It's pretty disgusting how many DPS (both melee and ranged) can't even break 100k damage in a 8 minute feast match when the good players are hitting 250k-300k+.

    Then you have the healers who can barely break 300k healing, while good healers hit 500k+ every game.
    (6)

  7. #7
    Player
    BloodRubyXII's Avatar
    Join Date
    Nov 2013
    Location
    Völs am Schlern, Italy
    Posts
    1,007
    Character
    Owa Owa
    World
    Odin
    Main Class
    Ninja Lv 100
    Quote Originally Posted by Koltik View Post
    Then you have the healers who can barely break 300k healing, while good healers hit 500k+ every game.
    Honestly I love the 30+ change because if I'm bored, I can queue up as literally whatever I feel like. I don't have Warr/PLD at 30 (but could within like an hour if I needed they're both levelled from before for cross-class); but almost always I'll find myself queueing 70 AST when I have nothing to gain from it because some of the healers I get just stand there like lemons on full mana like "wut do i do?" and there is nothing more frustrating than pulling back and dancing around a WHM with 5k hp left that slowly wilts away because they have virtually no situational awareness whatsoever, even with minimal buttons to press.
    (0)

  8. #8
    Player
    JinTabasa's Avatar
    Join Date
    Sep 2016
    Posts
    13
    Character
    Xiahou Jin
    World
    Adamantoise
    Main Class
    Dark Knight Lv 70
    I really want to like this new pvp but it's become so dumbed down and way too easy to me.
    From my experience in 3.0, getting battle high/fever in frontlines or getting a good amount of kills in feast felt like a big accomplishment knowing I was getting better.
    Now in 4.0 I'm getting battle high/fever almost every frontlines match and I don't feel any satisfaction from getting kills or even winning in feast because how how overly simple pvp is now.

    That's just me though, I'm glad some people are having fun with the new pvp despite that I sometimes have a hard time seeing why.
    (1)
    Wealth is created by two things: Courage, and the willingness to hurt others.

  9. #9
    Player
    Shut's Avatar
    Join Date
    Oct 2015
    Posts
    98
    Character
    Kasu Kabe
    World
    Lich
    Main Class
    Ninja Lv 90
    Adaptability is closer to 0 than it has never been.

    I keep seeing lots of people saying: "Hey, now it looks like *insert random MMO/Moba here* and PvP is better there = PvP in FF is better now". If I can agree on the fact that PvP was a Franklenstein's monster from PvE skills pre-4.0, it is now a Frankenstein's monster from other pvp games.


    "Customisation" as example, It's badly implemented and doesn't even exist.
    Take pvp actions: You start with 7. Depending if you're Magic of physical (muse or enliven), you only have 6 lefts already. Also, If you're heal or almost any physical DPS, you already have 1 slot taken by enliven/muse. So from the start, you have 5 talents lefts for 1 slot, and the efficiency of most of those are questionnable.
    However, since you can get cc every 10 (15secs with trait), you either need concentrate or purify mostly; because despite the fact that safeguard is a powerfull defense skill, and sprint being mandatory (seriously SE...), the 1st thing you aren't allowed to do is to fail your heal/burst during the short window. So yeah: 2 skills for one slot. The part about which skill is a must have can be questionnable ofc, but this is not what you can customisation.

    Traits now: I completely fail to understand the purpose of having small percentage in a gameplay where you're asked to deal the highest amount of damage in the shortest amount of time. it makes sense in PvE to have 5% action speed all over a 9 min fight, it doesn't in pvp where you need to kill your target in 8 seconds (or if you juts pvice, worst way of balancing jobs).
    But let's keep going. 9 traits for 3 slots, and again, actually 8 for 2 slots ( mana or TP regen). Even more: DPS = Damage dealt, heal = healing done, so 7 for 2 slots (I'm not adding them yet). 5% healing done: with my WHM, I barely gain 200 on cure II. Same for 3% dmg, around 200 for midare with SAM definitely not helping.
    Let's take a look of the rest: HP increased, 625 with WHM. Useless. We already cut 3 traits so: 4 for 2 slots. I already said what I think of increased cast time, so 3 for 2. Let's take a look at those really usefull: 50% of DR? worth it, so 2 for 1. I highly doubt reduced dmg taken worth more than the others, so that's only left us with decreased cast time, and we end with 0 choice. [EDIT] Well, dmg done and damage resistance can still be useful actually, but still it's not enough to get close to any form of customisation]

    So you're gonna say: "yeah, but balancing...". So let's increase the percentages at the point it's finally noticeable. Doesn't matter, since cc is everything, your healers will just have more works to do, and their situation never been so bad looking at PLD/DRK skills

    Seriously, even if this would be depending on the job, you'll still end up with zero choice. I won't even talk about how unfun it is to just spam the same button then pop an oGCD between as DPS. With bad/0 utility for most of them, the one you will take is just the one with the best burst.

    So yeah, this is an opinion that I try to make as accurate as possible. I'm just an average pvper, I cannot pretend to be a good pvper nor to have fully understood and theorycrafted every single changes, but I've been in since enough time I think to have at least a global knowledge of how pvp works in this game.

    PS: it's 4AM here and english isn't my native language, so please forgive me if my writing skills are crap.
    (3)
    Last edited by Shut; 07-10-2017 at 08:57 AM.

  10. #10
    Player
    Sunako's Avatar
    Join Date
    Nov 2013
    Posts
    1,439
    Character
    Sunako Kirishiki
    World
    Phoenix
    Main Class
    Pictomancer Lv 100
    Things I like in 4.0
    - more constant dps, not need wait 3min for burst coodlowns
    - no rng mechanics
    - no crit or direct hit affecting rng
    - no auto attacks that break sleep in pvp
    - tp and mp is used for making pressure
    - smaller dr time, can cc more often
    - aoe heals are nerfed so split damage strategy is more viable than before
    - Stunning is mainly tank mechanic now so melee dps can not make everything stun immune by using their dps rotatio
    - positioning is even more important now if you choose something over sprint
    - can already start pvp at lvl 30, not everybody have time level all their characters lvl 70
    - can level up characters
    - gear not affect pvp, morale was pretty op back in days, you could make like 50% more damage and take 50% less damage yourself.(that was also 2.0)

    what I dislike.
    - Numbers of buttons should be higher like 5 - 10 more buttons would not hurt anybody? I bet even pad and ps4 users would handle that. How are they supposed to play pve in this game?
    - Pvp is getting bored pretty fast if you dont constantly swap between different classes
    - maps get boring pretty fast, i would want more different 4 man and 8 man maps
    - 72 man is huge mess and you can not personally affect much outcome can you win or lose it.
    - hitting crystals in frontlines, i want fight against players, not against crystals or other objectives
    - class balance need some changes
    - global cooldown should be reduced to 1.5 sec make game more fast paced
    - make it impossible cast behind wall or pillar
    (3)

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