The PvP skills have a lot more flavor and job identity than any PvE skills since the game's conception.
The PvP skills have a lot more flavor and job identity than any PvE skills since the game's conception.
This goes in conjunction with whoever is the battle designer for FFXIV as I feel like we need to have more rpg mechanics in our combat to make it more interesting; such as elemental weaknesses, stat buffing and debuffing, make gear have unique properties or effects for certain jobs or skills etc.
I know that some of these elements used to be in the game but they slowly fazed it out but I feel like these were core systems that makes combat in rpgs fun. We love to be nerds.
If they can combine these aspects alongside keeping jobs unique yet simple then I would be a banger imo
I have not played DPS or Tank jobs in PvP but my experience on WHM had me so glad to return to my kit when I got out. I don’t want to be reduced to one bar of actions and only one heal button that is very time limited and weak.
I’m ok with bringing some items over that are highly rated but what they did with healing can stay in PvP.
I think what you're asking for is an entirely different game.This goes in conjunction with whoever is the battle designer for FFXIV as I feel like we need to have more rpg mechanics in our combat to make it more interesting; such as elemental weaknesses, stat buffing and debuffing, make gear have unique properties or effects for certain jobs or skills etc.
I know that some of these elements used to be in the game but they slowly fazed it out but I feel like these were core systems that makes combat in rpgs fun. We love to be nerds.
If they can combine these aspects alongside keeping jobs unique yet simple then I would be a banger imo
It's not about porting the PvP system as is to PvE, it's about pumping some new blood in it.I have not played DPS or Tank jobs in PvP but my experience on WHM had me so glad to return to my kit when I got out. I don’t want to be reduced to one bar of actions and only one heal button that is very time limited and weak.
I’m ok with bringing some items over that are highly rated but what they did with healing can stay in PvP.
You only have one weak heal button because every job have the same basic sustain kit including an old school elixir, there's no such a thing in PvE.
That said your offensive kit in PVP is better than what you have in PVE at the moment.
Do you know why they were phased out? If not, I would suggest either finding out or critically thinking about how such systems could potentially work or how they could be a detriment.
As an example, elemental weaknesses, it might seem like a good idea on paper, but delve deeper and you find issues, especially with Black Mage. If you had a Black Mage in your party that is in the current iteration, ie. Fire aspected spells being where most of the damage comes from, if you came across a boss that was resistance to fire, suddenly, noone would want to take Black Mage, however, the opposite is also true, a fire weak enemy would prompt more Black Mages. Damage is king after all. So, how would you solve this conundrum? Give BLM different spells that achieve the same thing so that their rotation remains intact? Or just say screw it, BLM can be excluded here, just because of choice. Bear in mind the devs want all jobs to be able to clear everything and this would go against that.
You could make everything the BLM does non elemental, but then you lose that flare of what it means to be a BLM, that being a mage that uses different elemental attacks and the list could go on. Ultimately, take away enemy weaknesses and resistances and it is one less thing to worry about in keeping jobs balanced with each other etc.
I do like the unique LB's. Thats something I wouldn't mind being implemented, but then again all the meta freaks would go crazy and only want the "best" LB's
Just swap the animations for the LBs....honestly each job should have a unique looking LB, not just "BUSTER SWORD GO!"
It'd be kinda cool if the limit break bar in PvE was specific to each player rather then a team wide bar, with unique LBs. Of course, that'd also be a total nightmare to balance.
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