Quote Originally Posted by Archeron View Post
The fundamental problem with PvP is this; Square Enix Doesn't care about the PvP community, its opinions, or the competitive scenes integrity.
I think this is a bit defeatist Made the topic in the hopes of actually building some kind of meaningful discussion - even if the powers that be will never actually see it.

Quote Originally Posted by Archeron View Post
Job balancing is left as the second biggest issue with PvP. Salted/Shatter combo in frontlines is completely, and utterly broken. Games with a lot of DRK/DRG feel almost unplayable, completely boring, and not fun to play.
As I mentioned in my initial post, I don't really think the problem with DRK/DRG is a job imbalance, per se. The animation locking of the salted pull is at the crux of the problem. You could probably simulate the same effect with enough SMN's timing their Mountain Busters, or heaven forbid a 4-DNC team. I've actually seen some pretty wacky comps pop up. (The 4-SAM squad was the most terrifying. Would always make sure they were staggering their Chitens so it was *never* safe to AOE on their kill squad)

Quote Originally Posted by Archeron View Post
The last biggest issue FFXIV PvP has, at least as far as frontlines is concerned is the maps in general. Seal rock is completely unbalanced, especially for the North spawn. Borderland Ruins played too much like a PvE map, and didn't incentivize people to play defensive. Seal Rock, and Onsal are too RNG heavy. Don't get me wrong I absolutely love Onsal out of all of our maps, but the spawning of the end game nodes is absolutely ridiculous. The winning team should be the team that played the best by holding objectives and killing the other teams, not by whoever got the random 3 lucky S nodes in their spawn area in the last 3 minutes of the game.
I disagree with a LOT of this. The RNG nature of Seal Rock and Onsal are my favorite elements of those maps. Trying to get 24-people to stay mobile and not get bogged down with conflicts is the #1 appeal of Frontlines as a game mode. The matches are never over. Shatter as it exists right now can be effectively over in the first 5 minutes of the match. Once one team is 400 or so points ahead, you can't really hope to make a comeback at that point. But you'll have to sit in there for another 10 minutes anyway. That feels terrible :/ (The main reason for this is the point distribution on kills/deaths. 10/-5 kill/death means that if you are hoping to 'shave' points from the lead team, you have to kill twice as many of them as you lose in a push just to break even. They aren't actually fixing that issue in 6.4, but they are going to make the ice more randomized in their location so there may be possibilities for come-backs, which is nice.)

I'd take a map where a dominating team has an RNG chance of losing at the end, over a map where a losing team has no chance at recovery at all.

But that may just be me