Same as world first clears of savage. But there's only so many people who have a realistic shot at that, and the same is proving true for Feast. This is killer if you want the mode actually populated, not so much if you want a 2 week season and then people pvp/raid log.
The rewards in question aren't for people learning to pvp, they are for 100 people in an entire data center.
How about we only give rewards for Savage raids to the first 12 8 man parties to clear it, per data center? Everyone else just gets tomes. That's how stupid the Feast exclusive rewards were. Maybe 300 people per data center have a legitmate shot at competing.![]()
PvP will never provide static benchmarks for anything that cannot be won by grinding alone.The rewards in question aren't for people learning to pvp, they are for 100 people in an entire data center.
How about we only give rewards for Savage raids to the first 12 8 man parties to clear it, per data center? Everyone else just gets tomes. That's how stupid the Feast exclusive rewards were. Maybe 300 people per data center have a legitmate shot at competing.
I can see your complaint in this regard with a Season's rewards being unwinnable after the season has ended, whereas PvE rewards can be gathered at any time, but PvP has always been a percentage game, not a number check, graded on a curve if you will.
I think exclusive items obtained through promotion or in-game events are just fine. Even if it's something that is no longer available.
Same goes for 1.0 character tattoos.
There is nothing wrong with feeling disappointed over missing out on an item, but those who claim it's not fair and that the items should be made available to all need to get their entitlement in check.
While I still like Ninja job class I feel that its fighting style is too straighforward. It'd be nice if it had more attacks that actually helped inhibit enemies in various ways. Like Raiton could have the additional effect of causing paralysis, Giant Shuriken causing damage over time and Suiton being able to give enemies the vulnerability effect instead of Trick Attack.


none of this will happen, but whatever here we go.
1. I hate elemental-shards/crystal/clusters for crafting, I wish they would just remove them, let me craft by getting the needed materials and that should be all
2. We should be able to glamour whatever gear we want into whatever class as long as we are high level enough to wear said gear.
3. I don't really like the holy trinity (DPS-TNK-HLR) and the Team jump-rope that comes with it. Let me chug Potions to heal myself, and use phoenix feathers on dead party members in combat. That most fights, the boss just stands in whatever place the tank is and will barely move. the boss should retaliate and move around and not be scripted, there should be randomness to the fight
4. Positionals and combo timing. The boss is taking a break? well screw your rotation
5. I think underwater combat could be fun, and aerial combat
6. Jump should be implemented to fights, maybe for dodging, but battle arenas are mostly flat and circular so far. I kinda like in Coil turn 1 boss, there were elevated tiles. But since then they have stayed kinda dull =/ and barely straying far off.
Perhaps adding aerial combos too?
7. Those who use the argument, "X shouldn't be implemented because its not realistic" what part of final FANTASY are we not getting? If they really want to add something they will find a way to explain it... or not "tis magic yo" seems to work for diving mounts.
8. We constantly hear the excuses that something takes too much data, yet there is so much useless stuff that could be removed or altered to work without. Stuff like Belts, we don't see them anymore so what is the point. Materia, don't really need it, this way we get rid of the Spiritbond value on gear, one less thing to worry about. HQ materials and items, would cut down on so many items, just keep the NQ as the standard. Gear durability its just an inconvenience.
alright that's it I guess, don't kill me D:
Last edited by Narthice; 02-18-2018 at 07:57 PM.
No complaints there. Though, it would mean a huge upsurge in crafting that is at present unbalanced for, and due balancing may necessarily end up unevenly distributed at this point.
I kind of like being able to tell that the guy in a robe is a caster, but I can otherwise get behind this.2. We should be able to glamour whatever gear we want into whatever class as long as we are high level enough to wear said gear.
Generally, agreed. However, I'd rather not see fights turned into expensive consumable dumps, let alone become optimal as such. I'd rather composition-based scaling and how that might cause the fight to stray from perfect scripting allow for these things, such that victor goes to the skilled, not just to the rich/grinders/hoarders.3. I don't really like the holy trinity (DPS-TNK-HLR) and the Team jump-rope that comes with it. Let me chug Potions to heal myself, and use phoenix feathers on dead party members in combat. That most fights, the boss just stands in whatever place the tank is and will barely move. the boss should retaliate and move around and not be scripted, there should be randomness to the fight
I don't even want to think about how badly SE would likely mess up each, but yeah, I was really hoping we'd see a "done right" version in time for Heavensward, so that flying mounts could actually amount to more than, essentially, just a removal of any and all topography.5. I think underwater combat could be fun, and aerial combat
Turn 1 and the original Turn 5 arenas are still my favorites. The latter was still a circular arena, but at least it felt like an appropriate place to fight whom we were fighting.6. Jump should be implemented to fights, maybe for dodging, but battle arenas are mostly flat and circular so far. I kinda like in Coil turn 1 boss, there were elevated tiles. But since then they have stayed kinda dull =/ and barely straying far off.
Perhaps adding aerial combos too?
I feel like a lot of people use that word when they really mean "(not) cohesive". Or at least I want to hope so.7. Those who use the argument, "X shouldn't be implemented because its not realistic" what part of final FANTASY are we not getting? If they really want to add something they will fins a way to explain it... or not "tis magic yo" seems to work for diving mounts.
This so much.8. We constantly hear the excuses that something takes too much data, yet there is so much useless stuff that could be removed or altered to work without. Stuff like Belts, we don't see them anymore so what is the point. Materia, don't really need it, this way we get rid of the Spiritbond value on gear, one less thing to worry about. HQ materials and items, would cut down on so many items, just keep the NQ as the standard. Gear durability its just an inconvenience.
Why do threads often turn so toxic when PVP is mentioned? Do we truly need to attack the people themselves even if they have "unpopluar" opinions? Better use all this bait for fishing but not for discussion.
Also maybe unpopular opinion:
- If you have a reward for top 100 then make it so that people constantly have to fight in PVP (rank decay) to keep their place instead of doing the matches at the start and then not getting into any fights at all to keep it. This way you will have true rankings..also make sure that there are no cheaters in those ranks.
Letter from the Producer LIVE Part IX Q&A Summary (10/30/2013)
Q: Will there be any maintenance fees or other costs for housing, besides the cost of the land and house?
A: In older MMOs, such as Ultima Online, there was a house maintenance fee you had to pay weekly, but in FFXIV: ARR we decided against this system. Similarly, these older MMOs also had a system where your house would break down if you didn’t log in after a while in order to have you continue your subscription, but this is a thing of the past and we won't have any system like that.
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