I liked 24 man PvP for the reasons outlined earlier, though it also meant it was easier to find a group for PvP outside of prime time hours.
I liked 24 man PvP for the reasons outlined earlier, though it also meant it was easier to find a group for PvP outside of prime time hours.
I think the 8v8v8 and 16v16v16 versions of the maps were removed due to how the instance system worked. It seems that the 24, 48 and 72 player Frontline instances each needed dedicated instance slots and each with their own spawn timeline. They likely removed those modes to free up "dead" space on the instance server and dedicate that space to new PvP maps and modes.24 player pvp forces you to pull weight or get gibbed. The only reason I think they took it out regardless of what was said was so people didn't feel bad for not being able to blame someone else for not being a more capable or adaptive pvper. And I am not a great pvper I did feel like I learned more and became a better player after just a couple rounds of 24 player matches. It is absolutely ridiculous they took this mode out imo.
That is unfortunate.I think the 8v8v8 and 16v16v16 versions of the maps were removed due to how the instance system worked. It seems that the 24, 48 and 72 player Frontline instances each needed dedicated instance slots and each with their own spawn timeline. They likely removed those modes to free up "dead" space on the instance server and dedicate that space to new PvP maps and modes.
PVP as a whole needs a big changes add PVP gear to the game that does something besides glamour, make it intressting maybe add chests or something that contains random stuff.
Frontline is the only thing that pop frequently because it's tied to the Daily roulette.
I heard Rivalwings pop at certain days because theres a discord for that.
and lastly Feast player base is so small it's basicly the same 10-15 ppl that play the mode at gold,platinum,diamond rank.
Datacenter splits pretty much ruined PVP and made it less active all across the board.
Fixing the servers, etc. would all require a lot of work on SE's end, and I'm doubtful that they'll spend the resources to implement any such changes. However, providing players with the rules of the game would be a simple fix to a big problem in the Frontlines scene (i.e., a majority of the players having no idea which objectives to prioritize). As I mentioned previously, SE makes you sit around in the PvP arena for like a whole minute after you join up - that would be the perfect time to display some (specific) information about how points are earned / lost in that specific Frontlines mode.
They had exactly that until the rework in Stormblood. You had not only pvp specific gear and materia but also access to your complete pve kit and extra pvp skills you unlocked by raising your pvp rank, the thing that now only exists to unlock titles.
Don't ask me why they removed all of it, I have no idea, but I consider it a step backwards, especially with how limited the new pvp actions are.
As for the Datacenter split, it was probably necessary for NA but all it did on EU was make the party finder emptier and of course pvp as well.
That original system pretty much left PvP dead shortly after launch. High ilevel Morale gear made PvPers vastly more powerful than those without the gear (the higher the Morale you had the less damage you took and the more damage you dealt) even with equivalent ilevels, jobs were widely imbalanced due to reliance on PvE kits, status effect materia were close to meaningless, and "must have" rank locked PvP actions just made the gap between high ranked and low ranked PvPers worse.They had exactly that until the rework in Stormblood. You had not only pvp specific gear and materia but also access to your complete pve kit and extra pvp skills you unlocked by raising your pvp rank, the thing that now only exists to unlock titles.
Don't ask me why they removed all of it, I have no idea, but I consider it a step backwards, especially with how limited the new pvp actions are.
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