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  1. #1
    Player Anhra's Avatar
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    Ul'dah
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    Anhra Nefaris
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    Omega
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    Scholar Lv 90

    Job Design in PvP

    Greetings,

    I'd like to talk here about how Jobs are currently designed in PvP. While the treatment of Statistics being synced to a specific point in itself is pretty good, I think all of the Jobs are currently designed in a way, where competition among each other isnt possible in a way which is enjoyable which eliminates the core of basic PvP, which is 1vs1 Combat.

    To further elaborate on this, i'd like to show a specific Video (from Josh Strife Hayes - Why PVP in MMOs is so hard to balance - Balance vs Skill, for those who dont want to click on the Link out of any suspicions) i found which made some interesting statements about PvP in MMO's in general and how we can project those into FFXIV.


    https://www.youtube.com/watch?v=gMukqERCaEQ


    In the current way of things, Jobs are severely unbalanced to the point, actual competition isnt truly possible except in large scaler combat (where it is always "possible" anyway). Even the Feast, as much as many People loathe it (outside of Reward reasons), COULD have been more fun than it used to be if it were designed properly, instead of leaving it to rot for several Years and now simply being removed because thats just the easy way out for the Dev's.
    (2)

  2. #2
    Player
    Reinhardt_Azureheim's Avatar
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    Oct 2017
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    2,570
    Character
    Reinhardt Azureheim
    World
    Alpha
    Main Class
    Dark Knight Lv 100
    Not gonna make it a secret - jobs in pvp can absolutely all be played and are actually more fine-tuned with 4v4 Feast in mind, which is played with MUCH higher frequency in JP datacenters according to hearsay at least (like you can literally just queue there and play training mode to enjoy some casual feast), but I'd be lying if certain jobs simply feel a lot stronger or are more dominantly picked over other peers in their role, such as White Mage among healers or Black Mage among casters.

    However, 1v1s simply do not represent PvP in any way in FFXIV, nor with the current system of 4v4 Feast should they have been in any capacity, since Feast is essentially a holy "trinity" PvP, where each role is balanced to represent what their role is supposed to do - tanks mitigate and interrupt, healers heal and apply buffs / debuffs, DPS bring the main bulk of the harm and keep the pressure going.

    But with the new 5v5 Crystal Conflict gamemode on the horizon which will eliminate role restrictions, we can see a shift to more individualised kits, which if I remember correctly they have said to give the individual more tools and thus responsibility for their own survival - this could come in many forms, but most likely more self-heals or lifesteals, along with more liberal addition of mitigation and crowd control across the board. This is done to work around no longer enforcing Healers in matches, thus reducing queue times to a larger degree.

    To deal with the opposite end of the spectrum, MULTIPLE healers per team - they might probably shift a good bit of sustain / healing power away from healers and trade it for more damage output, nastier debuffs, bigger CCs - essentially turning them into supportive Casters so even a team with WHM SCH AST SGE can still kill but also can still BE killed.

    With a shift in sustain moving from a role closer to the individual and a shift in damage capabilities to be raised across the board with more significant increases on Healer jobs it could very well herald the end of "these 4-8 jobs are unkillable in a 1v1" complaints being tossed around, as negligible they are to me at least.

    Also along with 6.1 Job changes to accommodate roleless queue in Crystal Conflict, apparently Adrenaline Rush (PvP Limit Break) will go from per-role to per-job, which might mean individuaiised Adrenaline Rushes with different effects.
    (1)

  3. #3
    Player Anhra's Avatar
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    Anhra Nefaris
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    Omega
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    Scholar Lv 90
    The interesting take on Tanks being Tanks and Healers being Healers, is that theyre by nature, unbalanced, so in order to counterbalance healing, it would require healing (or tanking in a tank's case) to be punished in one form or another, (like other Jobs having Skills that reduce armor/healing rate or simply having a passive on the users side that punishes spamming) otherwise those two Roles will always tower over anyone else, simply by not being killable.

    If that isnt being considered, then even Crystal Conflict wont be much of a saving grace for PvP in this game. There is always going to be a chance for one Team having more Healers or Tanks than others (if we consider the Matchmaker rules they have announced), and unless you can knockback enemies into those Bomb traps (which hopefully are always spell instant death), it will be quite the chore to get even one killed.

    All i hope and wish from PvP, is to be able to play my favorite Job and have a decent chance to fight any other Job without being completely deleted by Melee DPS or walled of by insane defenses/heals by Healers and Tanks. It doesnt need to be on perfectly equal footing, but at least be in the realm of possibility.
    (0)

  4. #4
    Player
    Caitlyn's Avatar
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    Mar 2014
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    Eden
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    5,440
    Character
    Geistherz Gungnir
    World
    Shiva
    Main Class
    Sage Lv 100
    If you want it 100% fair and competitive (no matter if 4v4 or 1v1), you have to eliminate the entire job system in PvP and make just one PvP job. Everyone got the same toolkit, same stats, etc. Maybe add some buyable items to increase the effectiveness of certain skills (like increased selfheal, longer sprint, etc).

    It must be a nightmare to balance all jobs in PvP. And at some point specific jobs are more powerfull than others. But to be honest, PvP feels more balanced than in previous expansions (due to having more selfheal and sprint).
    (0)
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  5. #5
    Player Anhra's Avatar
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    Anhra Nefaris
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    Omega
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    Scholar Lv 90
    Quote Originally Posted by Caitlyn View Post
    If you want it 100% fair and competitive (no matter if 4v4 or 1v1), you have to eliminate the entire job system in PvP and make just one PvP job. Everyone got the same toolkit, same stats, etc. Maybe add some buyable items to increase the effectiveness of certain skills (like increased selfheal, longer sprint, etc).

    It must be a nightmare to balance all jobs in PvP. And at some point specific jobs are more powerfull than others. But to be honest, PvP feels more balanced than in previous expansions (due to having more selfheal and sprint).

    Jobs dont need to be eliminated per se. All it would require, is that they have a "foundation" of Skills and Statistics which they have in common, and any benefit one gets, must be counterbalanced in one way or another.

    League of Legends/Dota2 would be a good and simple example on that. When you start playing, everyone starts off in the same state and amount of Abilities. you have near similar statistics with each other and Items compensate for each intended Playstyle, as well as the design of your Abilities do. As far as i am aware of the state of the Game, there is in a technical sense, always a solution to any kind of problem, be it a Tank with too much Armor and so on.

    Since FFXIV doesnt have that luxury with Items providing any Bonus (unless they inpliment PvP Armor and Weapons that grant not just stats, but also Abilities just for that purpose), all they can do is balance it arround Skills and the Enviroment theyre being used.
    (0)

  6. #6
    Player
    Ixon's Avatar
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    Mar 2011
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    462
    Character
    Nola Ustrina
    World
    Cactuar
    Main Class
    Gunbreaker Lv 100
    Quote Originally Posted by Caitlyn View Post
    If you want it 100% fair and competitive (no matter if 4v4 or 1v1), you have to eliminate the entire job system in PvP and make just one PvP job. Everyone got the same toolkit, same stats, etc. Maybe add some buyable items to increase the effectiveness of certain skills (like increased selfheal, longer sprint, etc).

    It must be a nightmare to balance all jobs in PvP. And at some point specific jobs are more powerfull than others. But to be honest, PvP feels more balanced than in previous expansions (due to having more selfheal and sprint).
    This is most likely what is actually going to happen in the new PVP mode since they are making the new mode "roleless", and stating that you cannot have more than two of the same job on the same team. What I assume will happen based off the information from the last Live Letter is there will be no more tanks, healers, or DPS, everyone will be just a form of dps with some job uniqueness sprinkled in. This is both good and bad in the way that you used to balance jobs within their role, but now will have to balance each job with each other which is a much larger pool. You have to design it so that the team with three healers and two tanks has an equal chance of winning/losing against a team of all dps.
    (0)

  7. #7
    Player Anhra's Avatar
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    Anhra Nefaris
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    Omega
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    Scholar Lv 90
    They also mentioned something about giving each Job a unique way of regenerating Health as well, if i recall correctly, something i hope which wont ruin everything.
    (0)

  8. #8
    Player
    Reinhardt_Azureheim's Avatar
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    Reinhardt Azureheim
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    Alpha
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    Dark Knight Lv 100
    Honestly it might be a bit too soon to lose our heads over it, whether we love or hate the spoken direction this is supposed to be heading. We have too little data about what SE has been planning internally and I think it is also alright to not expect a perfect start on balance. What I will absolutely won't go back on is that roleless queue WILL be better than rolebased queue, by sheer ease of forming matches and working long-term around that concept will make PvP easier to get into, both responsibility-wise and queue wise.
    (0)

  9. #9
    Player
    Divinemights's Avatar
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    Jul 2016
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    Altria Pendragons
    World
    Leviathan
    Main Class
    Ninja Lv 100
    Quote Originally Posted by Anhra View Post
    Greetings,

    I'd like to talk here about how Jobs are currently designed in PvP. While the treatment of Statistics being synced to a specific point in itself is pretty good, I think all of the Jobs are currently designed in a way, where competition among each other isnt possible in a way which is enjoyable which eliminates the core of basic PvP, which is 1vs1 Combat.

    To further elaborate on this, i'd like to show a specific Video (from Josh Strife Hayes - Why PVP in MMOs is so hard to balance - Balance vs Skill, for those who dont want to click on the Link out of any suspicions) i found which made some interesting statements about PvP in MMO's in general and how we can project those into FFXIV.

    https://www.youtube.com/watch?v=gMukqERCaEQ

    In the current way of things, Jobs are severely unbalanced to the point, actual competition isnt truly possible except in large scaler combat (where it is always "possible" anyway). Even the Feast, as much as many People loathe it (outside of Reward reasons), COULD have been more fun than it used to be if it were designed properly, instead of leaving it to rot for several Years and now simply being removed because thats just the easy way out for the Dev's.
    MMORPG will never balance at 1 v 1, that is just the fact.
    FF14 tried a lot different thing after Wolf's Den failure and settle on balance for team battle.
    Range will never be able to kill meele at same skill level on Forntline only because meele has a 20% output DMG increase and 50% intake DMG reduction (that is how powerful FF14 Range Job) after 4.5
    Between 3.0 to 4.5, there are only Ranges and Warrior (not even DRK or PLD can do well) on Frontline.
    Machinest used to have a burst CD to kill someone in 3 GCDs; therefore, by the patch 4.2 to 4.5, there are pretty much only Machinests, healer, and warrior.
    It is not ideal balance.

    You want 1 v 1?
    Wolf Den duel area do not have any buff apply and that is probably something you want
    (0)

  10. #10
    Player Anhra's Avatar
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    Ul'dah
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    Anhra Nefaris
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    Omega
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    Scholar Lv 90
    Quote Originally Posted by Divinemights View Post
    MMORPG will never balance at 1 v 1, that is just the fact.
    FF14 tried a lot different thing after Wolf's Den failure and settle on balance for team battle.
    Range will never be able to kill meele at same skill level on Forntline only because meele has a 20% output DMG increase and 50% intake DMG reduction (that is how powerful FF14 Range Job) after 4.5
    Between 3.0 to 4.5, there are only Ranges and Warrior (not even DRK or PLD can do well) on Frontline.
    Machinest used to have a burst CD to kill someone in 3 GCDs; therefore, by the patch 4.2 to 4.5, there are pretty much only Machinests, healer, and warrior.
    It is not ideal balance.

    You want 1 v 1?
    Wolf Den duel area do not have any buff apply and that is probably something you want
    It is also fact that the opposite is true.

    Some MMOs did balance their PvP arround 1vs1 Combat, as well as small and even extremely large sized PvP Content in mind and successfully managed to pull it off ( Rappelz Online had, for example, during its Prime in Epic 3 - 5 active Guild Alliance vs Guild Alliance Battles which could be arround 200 People fighting for a Dungeon, as well as properly working Duels.). I am not saying here that FFXIV should copy this, this is just a point of reference.

    Melee and Ranged Dps Classes can have a fair Matchup if they are designed properly.

    Saying just "it has always been like that so it should stay that way" only shows how little you care about PvP. And guess what? Current PvP System is a failure. There is only a fraction within a fraction that still plays this atrocity of a Gamemode for the sake of PvP, not for any EXP reasons.
    (0)

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