PvP was re-worked in order to attract more players.
However, since we don't know numbers, it's hard to say if SE succeeded or not.
PvP was re-worked in order to attract more players.
However, since we don't know numbers, it's hard to say if SE succeeded or not.
Last edited by Zeonsilt; 11-20-2017 at 11:52 PM.
I would call my datacenter critically bad atm. Adding exp reward did more to boost participation than gameplay changes but it was a temporary boost because the need for exp is finite and most people left when their jobs were capped. We've reverted back to no duty pops at off-peak hours (or 2 hour queue) and the peak hours having only 1 match at a time across the datacenter.
I expect largely increased participation tomorrow because it's a content patch. How long it lasts really correlates with how long it takes people to attain rewards. Garo was a huge boost to pvp activity because it gave people many gearsets and mounts to grind. That's the only time pvp ever had such a large injection of rewards all at once, and a garo pvp trailer to promote it. So... I stand by thinking the health of content correlates to the amount of time it takes to earn rewards and there usually are not enough pvp rewards to stimulate participation from patch to patch.
We are from the same datacenter.
Well, yesterday i played 8vs8 Feast, and:
>Sunday
>Prime time - Evening
>Same people every match
Until everyone got that new mount, i guess.
TL;DR FF XIV PvP playerbase is too small.
MCH/BRD/PLD
- another reason why PVP in FF XIV is... not popular:
Unsynch - example -> People from NA playing on EU servers, or just people with garbage 56K connection.
Attacking a constantly "teleporting" healers as a melee is awful. While everyone moves alright, that one guy will "teleport".
Last edited by Zeonsilt; 11-21-2017 at 05:57 AM.
MCH/BRD/PLD
With regards to premades, I again want to clarify a few things:
The only difference between a premade and non-premade is familiarity and coordination. Neither of those are exclusive to premades. Maybe tougher to achieve, but it is within the realm of possibility.
Most premades are veteran players who - in Shatter's case - have a deeper understanding of the mode, and the various ways to score. If there's no ice to score on, we actively fight other teams, generally the lead team, or whomever attempts to take the offensive against us. I personally am always scanning the field for prime targets like battle highs or healers, or weakened targets to secure points from. That might sound cruel, but it's simply taking advantage of the various ways to score. And it needs to be noted that the descriptions for all Frontlines modes include "as well as defeating enemy players."
The size of a premade team isn't the big factor. It's entirely their coordination and skill.
I tend to be rather up close and personal for a ranged. It's almost a signature technique of mine now to run past a lead attacker from the enemy team, or a healer in range, and Blank them back into my party while marking them, and my team usually follows up well. Much of what I and other premades do has been shared in the guides I posted here, so the information and strategies is entirely available, and possible with randoms besides.
Besides, the answer shouldn't be to limit the ability for skilled players to team up, but to instead strive to improve the abilities of ourselves to be considered one of those skilled players.
Player
I am sorry but limiting premade to light party just demotivates team play for those who enjoy PvP'ing. I run with a group of 4-8 people regularly but on my Data Center all the players are transferring to Mael. Just because I form a premade doesn't change the shape of the match. Often time we end up going up against another premade. I often see Gracidea Shaymin who is amazing to go up against. We often lose but it makes it more fun to do it as a group of friends. This is a game that promotes group play so why limit it.
Player
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