- Current Problem:
- Highly Imbalanced
- Low amount of consecutive counterplay
- Linear Combo and Less Button, choreographed Bursts
- Job Class/Role Removed
- Catered to only one PvP Mode disregarding other modes to keep engagement
- Example: Frontlines / Rival Wings [50% damage reduction]
What is PvP?
Now this question is debatable & can not come to one right answer. So what do we expect from something we called in a multiplayer game Player versus Player (PvP). When confronting an opponent and also engagement in PVP one must always come to mind that:
They are not simulated and scripted opponents
This is a confrontation of skill and understanding of the game.
Example: Like a Chess game
There must be balance between Job/Class Abilities respectively.
There might be times that a display of skill may be shown and it may appear to be an unkillable opponent. There could be many factors separating the opponent and class that has been chosen.
PvP vs PvE Sources and Opinions
PvP vs PvE | A Discussion for the Gaming Ages: https://youtu.be/mh5VQRFN2k4
Has PvP become more Creative than PvE in FFXIV? : https://youtu.be/fui1m7J6oEE
Is WoW PvP Easy or Hard?: https://youtu.be/wZDRwh4gAqQ
How to Play WoW Arena | The Basic Strategy: https://youtu.be/7_qacNramPQ
What can be implemented to increase technical play?
There are plenty of ways to modify PvP. From shielding, to crowd control. But what makes crowd controls imbalanced? To answer from my own perspective, it can only be imbalanced by lack of counterplay. So what can we do about that?
My suggestion is as followed:
Adding a Technique Point Gauge [TP Bar] with a new revamp to it towards PvP.
1000 TP [50-80 TP recovery/ 4s]Combo Swapping Abilities (Single Target and AoE)
- Functionality : Added Depth to PvP
- Counterplay
- Buffs
- Empowered Weapon Skills / Abilities / Magic
- Purify / Fetterward Multi-Use (Spamable)
- Medical Kit / Potions
- Similar to Feast calculations.
Eg: Similar to Monk going from Opo, Raptor, Coeurl Forms
Similar to Monk PvE that can change to any 1 of 3 form moves, all classes are able to rotate between their designated Single Target to AoE combo without losing combo potency.
Another Example not using Monk for a 3 part Combo:
*Note: After using any GCD that is part of the 3 part combo, it will continue for all combos whether its the Single Target Combo or AoE combo and also depending on which part of rotation you are currently within either the Beginning Middle or End. *Increase Length of Holding off a rotation in a combo to 15s-20s.
- Single > Single > Single
- Single > AoE > AoE
- Single > Single > AoE
- AoE > Single > Single
- Aoe > Single > AoE
Reason: Many combos fall off in about 9.5-10s from every FFXIV Job.
Can Help with Team Synergy and Burst Play
Touch of Death Combos (ToD)
Requires significant understanding of the game, class, and counterplay
Weaving oGCDs
Limit Breaks add value to already existing combo

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