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 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
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.
One could argue BLM lost a large portion of it's flare when it was only given 3 elements of spells. FFXI had the classic FF RPG mechanics in it which resulted in jobs being better suited to certain enemy types over others. It also had far more horizontal progression options for gear which resulted in the game not having a 1 meta to rule everything endgame mentality during the time I played it.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.




Elemental weakness would mean that only certain jobs are useful, so if you main a dancer, you're out of luck using a fire attack on something that is weak against fire. Needless to say, the developers don't want to make the game only work for certain jobs which you might not enjoy playing, so that made elements completely pointless.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.
In order for it to work, we would need to replace the job system with a cross-class system that is like FF7 or FF9, where you can apply different elemental materia or train different abilities. The eureka system could be used, but I think it's too boring to be worth it because you are not choosing elemental spells but elements themselves which isn't as exciting.
We have stat buffing although it is very restricted compared to some games. Food, materia, pots and raid buffs are all we get. Gear could have unique properties for certain jobs and that would be interesting. It's unlikely this will ever happen except in an area like eureka or bozja but it would make gear more interesting if it did.
In other news, there is no technical debt from 1.0.
"We don't have ... a technological issue that was carried over from 1.0, because ARR was meant to kind of discard what we had from 1.0 and rebuild it from the engine."
https://youtu.be/ge32wNPaJKk?t=560


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.



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.


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
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