More bosses need to inflict supernation (sp?) stacks... so the more you get hit the harder the fight gets until you wipe...
More bosses need to inflict supernation (sp?) stacks... so the more you get hit the harder the fight gets until you wipe...


Can't wait for a new RW map where everyone plays for a mount, then they never play it again. Well received... /s





Yeah, I think they often mistake the immediate flurry of activity whenever new content opens as "they must like it" when it's more like "we need to get our things before it dies next week". There needs to be a serious rework of how PvP works reward wise, as well as addressing the bot problem.
Holy hell in a handbasket, all of of Yoshi's comments about PVP are downright embarrassing to read.
I respect the rest of his answers, but I don't see how he can feel PVP is anything but a hot mess right now.
I don't see how tournaments would ever work when there is plenty of 'foul play' occurring as is.





Yoshi P:Holy hell in a handbasket, all of of Yoshi's comments about PVP are downright embarrassing to read.
I respect the rest of his answers, but I don't see how he can feel PVP is anything but a hot mess right now.
I don't see how tournaments would ever work when there is plenty of 'foul play' occurring as is.
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Rival Wings was fine actually, and the only real issue they didn't address was healer potency. It's not a bad mode at all, especially once they balanced it the first time. What they needed to do was address healing at that time, because it was pretty blatant how strong and unbalanced it could be in a mode that was more defensive than other pvp modes. That they refused to do that kind of killed the mode. Stupid Feast balancing dragged it down.





Unfortunately, RW suffers like every other PvP mode does on the NA side. Bots are far too common. I've seen my fair share, and it's now to the point I simply don't participate anymore. Pretty hard to win when half your team is "afk" or feeding the other teams points. Perhaps it's not as bad on the JP side of things, but it's a pretty big issue in other places. They seriously need to consider NA and other regions into their decisions.Rival Wings was fine actually, and the only real issue they didn't address was healer potency. It's not a bad mode at all, especially once they balanced it the first time. What they needed to do was address healing at that time, because it was pretty blatant how strong and unbalanced it could be in a mode that was more defensive than other pvp modes. That they refused to do that kind of killed the mode. Stupid Feast balancing dragged it down.
Player
If the only way to implement Blitzball in this game, is to make it another Squadron like thing..well maybe its simply not for this game and the time to create that should be used for different content. IMO not every single Mini Game from other FF should be in this if it does not go well with the game itself. You will just have another rage coming to you. If a match is truly quite long (I dont know Blitzball that much) then yes its probably too long for an MMO (TT does have short games) especially if you put another grind behind it. IMO a mini game should not be something that you need the most of your time to do it good..it should be something that you can do in between stuff that will be used as a bit of a break from all the other content in this game. LoV failed (IMO) because it was way too complicated for a mini game. Simple one vs one battles between NPCs or players and a way to train them would have been enough.I can understand his frustrations in regards to Blitzball, as every game would be a rather long endeavour, and in a game with plenty to do - no-one will end up wanting to do it. Think of Lord of Vermillion, for example. They tried to push it so hard but in the end it just failed horrifically. Chocobo Racing is another classic mode that was quite simply ruined (mostly through its structural system) and no-one plays. TT was not carried over well in the fact that your decks are limited to the point of obscurity and tournaments are simply wintraded with no true rewards or recompense.
So if Blitzball in any way takes too long and is complicated or boring..then you will truly just have another LoV..thats why I dont understand why its even necessary to be in this game.
About rival wings:
It seems that its still a bit more used on the japanese servers. At least thats what some reddit users wrote. So again it seems that they love to look at the japenese market and not the rest of the world..or they truly just take the first few weeks and see it as a success if its used there..which would just be really bad.
Last edited by Alleo; 04-08-2018 at 09:10 PM.
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.



Late as am to the thread...
* Instant death mechanics have been here since 2.0 so it's not a new thing to deal with healing power creep (although healing power creep is kind of a problem, and yeah, I'd say the ridiculous spam in o4s/o8s do show that...)
* Instant death mechanics aren't what makes healing hard. Vuln stacks and healing debuffs do. If someone fails an instant death mechanic and dies... it's acknowledged as that person's fault. Reset and soldier on. Vuln stacks, etc tend be more "Oh well the healers can just heal more, it doesn't really matter if I fail that mechanic."
My preference is more for DPS down debuffs. That really drives home the message "I shouldn't do that" without needing to instant kill someone, and doesn't punish the healer for a non-healing mistake.
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