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  1. #1
    Player
    Effeth's Avatar
    Join Date
    Mar 2011
    Location
    Ul'dah
    Posts
    27
    Character
    Dissidia Duodecim
    World
    Balmung
    Main Class
    Ninja Lv 80
    The skills arent even the same and some with completely different functions. It makes one feel completely disconnected from the class one love.

    The ability to even think of outplaying your opponent is gone with such a limited toolkit (though, as you said hit detection and muddines between interaction of players is something that needs fixing as well).

    And again, the classes play completely different compared to their pve counterpart.

    Example, ninja.

    Wanna hide/stealth? Ninki, also dont get hit for 3 seconds.
    Mudras? Gone, replaced with ninki since it's apparently too hard for some people to weave mudras together with their movement.

    And while TCJ might not be the optimal skill to use in pvp due to its immediate limitation it's still something that would be FUN to use given the right circumstances.
    And, I think most nins love the animation of suiton -> TA, well its gone (yea hide-assassinate brings similar result with increased damage but it isnt the same, both in setup (clunky) and visually.

    IF by some chance some skills would prove to be a bit too much (say, BLM triple cast) a nerf instead of outright removal might be better.
    (7)

  2. #2
    Player
    Guesswhat's Avatar
    Join Date
    Mar 2015
    Posts
    557
    Character
    Aira Comet
    World
    Odin
    Main Class
    Pugilist Lv 100
    Quote Originally Posted by Effeth View Post
    It makes one feel completely disconnected from the class one love.
    Yes, atm, PvP skills feels like a minigame of the "real", "true" PvE version of the jobs. It's not the same game. I've said this many times before, but I believe the right approach to making mmos (or any game that has PvP) is to design the PvE part (if any) as if it is PvP, or as close as possible. There is a lot more "free" end-game value in PvP than PvE (varied, and competitive; not killing the same scripted robots over, and over). This game's skill-design certainly did not have that mindset from the start; the skills and classes were designed to fight mindless-scripted bots. Needless to say, when PvP was introduces it naturally started out very unbalanced, and they had to make several PvP-tweaks to the skills. Although it had got a lot better by the end of HW, I can understand those why sympathize with SE's direction in regard to PvP. Imo they were on the right track with PvP, so when Stormblood PvP was introduced it was a major disappointment for me.
    (0)