I love the new pvp. I wish PVE was more like it, not entirely but 25 skills max for pve would be nice, thats' around 5 less than we have now. Make all combos one button per combo too please. this is long long over due.
I love the new pvp. I wish PVE was more like it, not entirely but 25 skills max for pve would be nice, thats' around 5 less than we have now. Make all combos one button per combo too please. this is long long over due.
Old PVP was awful though. You know how a common complaint/observation about healers in FFXIV is that their healing is extremely strong relative to healing in other games, to the point where a capable healer can rapidly heal someone to full health in 1/2 GCDs? Under the old system, it wasn't uncommon for me to watch an entire full party focus on a single enemy healer, who not only survived the burst window, but was then easily able to sustain themselves once stun immunity and the burst phase was done. AGAINST A WHOLE ENEMY PARTY.\You never tried the older system then, I take it? PvP used to have all the same skills as PvE (certain ones worked a bit differently/some effects were changed), along with some additional PvP only skills you could choose from. There was quite a large skill gap in players who could use their kits to the fullest extent and those who would press a few buttons, perhaps not understanding the class to its fullest. It was good fun to figure out your PvP rotation and burst to improve yourself each match. Then with SB they pruned PvP greatly - a handful of skills for each class, with "auto combos" so that it's really difficult to screw up. Many people prefer to old system and feel that the new PvP has been dumbed down to the point of being unfun.
If you switched targets? Now it was even easier for the healer to keep them alive. God help you if there was a second healer to flat-out make it impossible to progress.
I think thats only needed in the current EX content. Everything else is poopsock-able.I love how tanks can and are expected to put out a certain amount of dps. Roles need not be so narrowly defined. DPS is how the boss dies EVER. if there is no dps, as in damage, the boss sits at 100% HP until enrage. therefore dps is the job of EVERYONE, but DPS are expected to do more than others.
I haven't looked thoroughly for every interview because they are difficult to find but here's what I found for the time being:
PvE jobs
https://www.mmorpg.com/mobile/featur...ame=446&ismb=1
http://www.alphr.com/games/1006008/f...-mmo-once-moreYoshida cleared the air on the battle system update. This isn’t an entirely new combat system. We won’t see Final Fantasy XIV reboot and end up with an action combat system or something to that effect. What we will see is the pruning of some skills with redundancies and the possibility of others being merged. As the game grows and new skills are added with expansions they are aware that it gets harder to play the game especially for players that use a controller.
They are also conscious of the difference between players that perform at an elite level and those that take the game more casually. The rotations for optimal DPS have become overly complex. Their intent is to adjust the game so it raises the floor for the more casual player.
PvPJumping to endgame content is, even if you’re only somewhat familiar with general MMOs, quite the ask. To help newcomers better understand, and play, Final Fantasy XIV, Stormblood reworks some of the game’s core systems. “Our current build, version 3.57, is quite complex,” Yoshida explains. “If we add any more complexity to Final Fantasy XIV’s systems it’ll become harder, overwhelming and discouraging players to get into the game.”
“Making something simpler isn’t the same as making something easier. We aren’t making content in Stormblood any easier to complete, nor are we making Job progression simple –’core’ players have nothing to worry about.”
This simplification of Final Fantasy XIV takes the form of reworked Job systems and overhauled PvP (player vs player) encounters. Fearful that current systems were too complex to understand for newcomers, and that the lack of synergy between different job roles led some groups excluded certain classes.
PvP has also been modified to remove the disparity between newcomers and experienced players and to streamline its complex controls. The biggest new addition comes with the announcement that free-to-play tier players can now participated in PvP mode and all gear is simply aesthetic to help level the playing field. There are also PvP-specific actions and a PvP-specific hot bar setup so players don’t have fumble around with switching around abilities for PvP areas.
These changes may sound drastic, but in reality they’re simply made to make the entire experience feel slicker. “We don’t rely on Jobs or systems to shape player’s journeys through Final Fantasy XIV."
“The game contents and the Job system don’t link together to influence how XIV unfolds. Just because we’re making changes to how systems work, it doesn’t change the narrative or explorative experience players have.”
Last edited by Magic-Mal; 10-06-2018 at 07:08 AM.
I wouldn't dare ever accuse at least 98% of the player base of this game, of being a Rhodes Scholar or anything. You can confuse most people in this game, by merely asking them to properly use the words "then", and "than" in a sentence.
Last edited by Derceto; 10-06-2018 at 12:51 PM.
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