PvP was fine before 4.0, just learn how to play it right and there weren't too many buttons at all.
PvP was fine before 4.0, just learn how to play it right and there weren't too many buttons at all.
For old system, yes,it would be fine at 4.0 but will be out of control at 5.0 with stats and number of actions increased. Been there and done there in WoW and Blizzard has proven they have no control over such system after 5.0. They tried many ideas but all failed miserably. Why would SE follow this path of no return?
The PvP development team only consist of one person and the poor guy is just a intern too. This is true.
That statement was a satire of the person I qouted. Elsewhere, I've spoken at length about this though. For any who may have been worried that we'd have too many buttons, first, we never had too many. Second, the removal/reworking of lesser used skills that was highlighted as a major design focus for Stormblood already addressed this, and we have no more than we did in Heavensward. We have arguably less. Stats were removed, but when they did matter, item level syncing handled issues of variances, and it was never a problem unless coming in below the minimum. And third, this 9 button standard - ironically implemented at a time where SE set out to make jobs feel different - has not proven "less is more". In this case, less is less: less skilled, less depth, and less fun.For old system, yes,it would be fine at 4.0 but will be out of control at 5.0 with stats and number of actions increased. Been there and done there in WoW and Blizzard has proven they have no control over such system after 5.0. They tried many ideas but all failed miserably. Why would SE follow this path of no return?
Last edited by ThirdChild_ZKI; 02-08-2018 at 05:13 AM.
I am not really talking about number of buttons. It is about PvE and PvP abilities and actions need to be separate. There is no developers have the ability to balance old system that mix bag PvP/PvE. The conflict of interest is too great for two sides and PvP side will always lose since FF14 nevertheless is still a PvE based mmorpg.
The new system, whether you like it or not; it did successfully remove the significant skill gap. I understand the frustration of veteran players felt when this "privilege" got taken away from them. but it is simply no company will reverse back to old system just because of a small portion of community do not like the changes
Yeah and i doubt they could do this even if they wanted because when you give something to players its really hard to take it away, knowing that i will live by my own mantra(adapt or die)and i chose the death. I might do a one roulette now and then but that's pretty much all i can stomach, tried to do leveling in there but stopped that as well as i simply cannot do more than few matches before getting really bored(not to mention it really screws your muscle memory when it comes to pve).
3.0 BRD > 4.0 BRD
And if gutting jobs and force fitting them into lesser versions of themselves (and this is AFTER already reducing/removing skills) was meant to close the skill gap, that was a colossal failure. You don't have to be a good healer to heal well if your potencies are higher and cast/recast is shorter than the rest. Melees without cc are at a huge loss right now, and tanks are just weak melee with high HP and cc. And despite this, anything that originally made a skilled player good, still makes them better than most, just with 9 buttons to do it with now.
And let's PLEASE stop using the tired, flawed logic that "FF14 is a PvE-based game". It wasn't a housing or glamours game at first either and yet those are prevalent features of the game as well now. The 3.x system had skills - from the start - that were perfect and very effective in PvP, far more than what we have now. Call it fluke or foresight, but many of those "useless" skills in PvE reigned supreme in PvP. Can't just be a coincidence.
No matter how hard you are crusading, ff14 is nevertheless still a hevily PvE based mmorpg, PvP is just an end game option. When PvE and PvP actions still in a mixed bag. PvP will always lost in the power struggle.
The decision to separate PvE and PvP is a correct decision. You may complain it is oversimplified, but it doesn't mean old system is perfect. It had problems of its own where PvE actions always creating balancing issue.
I am perfectly aware about how some skills are supreme in PvP but useless in PvE. It is exactly where the problem is. Takes Ninja job trait for example, Ninja takes 50% reduction in falling damage. I do miss the fun of baiting bunch of people to jump off cliff with me then dance on their corposes. I enjoy the fun but I do see its problem and frustrations caused to other. No, old system is not perfect
How would you feel if PvE went down to 9 buttons? You may say it doesn't correlate but let me spell it out. For people like ThirdChild and myself, PvP is our endgame. Yes this is a PvE centric game but they enabled PvP to cater to those who wanted it and so it is also a PvP game. Now they just neutered that player base which we are apart of. There are so many other things that they could have done and saying PvE skills didn't translate to PvP well SE had already figured that out which is why some abilities acted differently in PvP. They could have just easily changed the Ninja trait to reduce fall damage in PvE only without taking the neuter stick to the entire system.
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