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  1. #1
    Player
    StriKE_SC2's Avatar
    Join Date
    Aug 2021
    Posts
    23
    Character
    Fuyuka Volkov
    World
    Tonberry
    Main Class
    Black Mage Lv 100

    PVP need higher skill ceiling , cc , more ability.

    Okay, so here's the thing with FFXIV. If there's no team or ranked play for duos and trios, it's pretty much down to luck. The skill ceiling isn't that high, so a lot of it hinges on whether your team can get it together and focus on the same target. And when you're playing with randoms, you never know if you're going to gain 100 points or lose them.

    Now, about making the game solo-only: I think each class should get a bunch more abilities, make them trickier to play but also more rewarding for those who can handle it. And not just spamming damage skills, you know? We need something more creative.

    For example.

    Caster
    They really should have a bunch of crowd control abilities like slowing, rooting, and stunning to help nail those kills easier. And man, I'd love to see interrupt mechanics like in WoW, though that might be a bit too much to ask for.

    But the game will be a lot more fun. It will reward caster who can fake cast. And punish a caster who can't fake cast.

    Healer
    Instead of just buffing their healing powers (which would make them way too OP), why not give them more utility tools? Like, they could clear snares, stuns, slows from teammates, buff their speed and damage, blind enemies, maybe even knock them back. Just more support-style skills to make them feel more... supportive.

    Tank
    should be all about the frontline: super tanky, tough to take down, with a few crowd control skills to make them feel like real bruisers.

    Melee
    Should make melee a bit harder to play. Rewarding a melee who can find a good path. and punish melee who stupidity walk into target. (with caster buff , melee will have to play with more cautions.)

    Range
    It's fine for range. IMO

    But overall, the game could seriously use more debuffs and crowd control effects. I'm talking slows, roots, stuns, fears, knockbacks, banishing... you name it. It would add so much more depth, making the game about smart setups and burst fights, not just non-stop damage.

    Right now, the CC feels too much like PvE, where you're just whacking at anything that's have guard or purify.

    The game should have more things to do. Track more CDs, Dispel friend's debuff , CC opponent more. It will make game more carriable for good skill player.
    (2)

  2. #2
    Player
    ThaCa's Avatar
    Join Date
    Mar 2022
    Posts
    853
    Character
    Wise Fuchsia
    World
    Phantom
    Main Class
    Summoner Lv 90
    Biggest issue for any kind of interrupts is the net code.

    I wouldn't mind a few more buttons though but that would require an overhaul to health pools and potencies and is a lot of work.
    (0)

  3. #3
    Player
    JokoCGN's Avatar
    Join Date
    Oct 2018
    Location
    Gridania
    Posts
    715
    Character
    Lil' Hope
    World
    Twintania
    Main Class
    Astrologian Lv 100
    We already got more skills to use in the past, going back to use PvE skills 1:1 PvP skills.
    Since peeps are too "dumb" to play and always crying about PvP, each adjustments were about minimizing skill pools up to 1-button within those combos..

    Yeah, more peeps playing PvP now. But just coz of them series goodies, mogry tomes and mass of exp. Same time the quality of PvPers is down to zero, coz them peeps who liked PvP as it was, stopped playing this shit show.
    (4)

  4. #4
    Player
    Reinhardt_Azureheim's Avatar
    Join Date
    Oct 2017
    Posts
    2,536
    Character
    Reinhardt Azureheim
    World
    Alpha
    Main Class
    Dark Knight Lv 100
    As much as I am an avid supporter to a return of having up 16 buttons (excluding Sprint and Mount) and advancing each job's kit further, we need to understand that we cannot willy nilly add certain things to roles just because they're roles when each job within a role plays and feels different in approach and survival.

    Most importantly, the overall amount of crowd control is actually quite high so to prevent things from going out of hand we cannot add (much of) it.

    Caster
    Black Mage
    • already encompasses what you describe and is highly prevalent - Freeze Mage is the most effective way to play the job with Flare Mage being very niche.
    • possible advancements could be a Thunder IV combo (Thunder I -> Thunder III -> Thunder IV) with Thunder stacks via Superflare granting x% Haste up to 10 stacks for 30 seconds. Addle maybe. based on Lv100 BLM a form of Ultima could be introduced as a high-end spell, with Fire/BlizzardIII or Despair being added. Leylines possible too, maybe Between the Lines (once per LL)
    Summoner
    • also happens to have a variety of CC already (Mountain Buster = BInd + 75% Heavy + Draw-in; Crimson Strike = knockback). utilizing Slipstream & Phoenix it also has good zoning tools for point fights. It also generally doesn't exchange firepower for survival and vice versa compared to Red Mage
    • possible advancements could involve a group buff (Searing Light), Ruin IV integration, better Fester management and re-adding Painflare as a debilitating attack (damage reduction?)
    Red Mage
    • Red Mage has access to a very potent AOE silence/bind depending on choice and excels in melee combat (damage, mobility, survival options). Adding more CC seems unnecessary.
    • more interesting additions would be more dual-shift tools and some independent mitigation options from White Shift. More of the weaponskills being added would also fit better. "MAYBE" Vercure.

    Healer
    - sounds alright but don't go overboard. Add some extra damage option to SCH, some extra heal option to SGE, make WHM less clunky with Cure II and add an extra attack and AST could use... honestly dont know about AST.

    Tank
    Sounds okay, but again let's not go overboard - Gunbreaker already is unbelievably tanky so we cannot give tanks the same things across the board. Here some ideas to advance the jobs:
    PLD
    - add Intervention with 25s recast, -15% mitigation for 8s and regen totalling 12000 HP (3x 4000).
    - extra CD "Sentinel" that grants basic mitigation (lets say -20%) and grants a buff that the next Holy Sheltron or Intervention gets a bonus to their non-mitigation effects (Holy Sheltron HP shield, Knight's Benediction).
    - Guardian (Cover) no longer prevents Elixir interruption, but gains -20% damage taken from transferred damage only.
    - Add Holy Spirit at 2 stacks damaging for 8000, 15s recharge. Holy Spirit triggering Sacred Claim heals for double the amount of Sacred Claim (3000 -> 6000), Confiteor grants a free cast of Holy Spirit (Divine Might).

    WAR
    - independent mitigation tool (Vengeance, but on a relatively long CD like 30-45s),
    - replace Storm's Path with Steel Cyclone for better Bloodwhetting Synergy (same damage, just 5y AOE)
    - Shake it Off as a utility tool to provide a shield and interact with something from the enemy (maybe old effect from Stormblood, like reacting to CC with a bigger shield similar to Aquaveil).
    - Adding Infuriate / Upheaval as possible extra actions for debuffs or a CD reset.

    DRK
    - add a non-Salted Earth mitigation but keeping it unique; Reprisal for -20% dmg dealt would apply well here.
    - Edge of Shadow as a CD to kickstart a buff or debuff that you can build up, not necessarily to deal more damage.
    - Carve and Spit as a new damage cooldown.

    GNB
    - more interactivity with the junctions. Make Draw & Junction reset Junctioned Cast (Nebula, Aurora, Blasting Zone) to encourage active swapping.
    - Add more actions with Junction dependency like Bowshock/Fated Circle.
    - An independent, weaker mitigation tool (Camouflage) maybe OR make the Junctioned Cast tools available independent of Junction, but power up with the right junction:

    Tank -> Turns Camouflage into Nebula
    Healer -> Turns Aurora into Heart of Corundum
    DPS -> Turns Danger Zone into Blasting Zone

    Melee & Ranged, no input.


    More debuffs and CC is ok, but moderation is important and the game should not play like a slide-show. It is already at a point where an addition of global Fetter Ward for everyone + more damage mitigation (buff or debuff types) could be necessary to reduce the lethality of CC chaining.
    (3)

  5. #5
    Player
    StriKE_SC2's Avatar
    Join Date
    Aug 2021
    Posts
    23
    Character
    Fuyuka Volkov
    World
    Tonberry
    Main Class
    Black Mage Lv 100
    Quote Originally Posted by Reinhardt_Azureheim View Post
    As much as I am an avid supporter to a return of having up 16 buttons (excluding Sprint and Mount) and advancing each job's kit further, we need to understand that we cannot willy nilly add certain things to roles just because they're roles when each job within a role plays and feels different in approach and survival.

    Most importantly, the overall amount of crowd control is actually quite high so to prevent things from going out of hand we cannot add (much of) it.
    I understand you.

    Compare to success pvp mmo like world of warcraft. wow have so much more cc , control and very high skill ceiling.

    The key is more cc and more dispel/buff from healer (to help mitigate lot of cc)
    Will both make class that have cc harder to play , healer that have dispel harder to play. But both class will reward to good player.

    It seem too much cc. But compare to world of warcraft's ability in pvp its so different.

    I'm long time pvper both in ffxiv and wow (i play both game)
    In wow you have like 30+ skills. Frost mage alone have 6-7 skills to just CC and Slow the opponent.

    I think it will make game more intesting , and good player can carry a bad team sometime.
    (1)

  6. 01-16-2024 05:43 PM

  7. #6
    Player
    StriKE_SC2's Avatar
    Join Date
    Aug 2021
    Posts
    23
    Character
    Fuyuka Volkov
    World
    Tonberry
    Main Class
    Black Mage Lv 100
    Quote Originally Posted by JokoCGN View Post
    We already got more skills to use in the past, going back to use PvE skills 1:1 PvP skills.
    Since peeps are too "dumb" to play and always crying about PvP, each adjustments were about minimizing skill pools up to 1-button within those combos..

    Yeah, more peeps playing PvP now. But just coz of them series goodies, mogry tomes and mass of exp. Same time the quality of PvPers is down to zero, coz them peeps who liked PvP as it was, stopped playing this shit show.
    Totally agreed.

    Game are too easy. and lot of good player (from ss1 or feast) already stop playing this mode. Because low skill ceiling , no party search , very disappoint teammate). Game can't even chat to talk about a plan , what to do. Try to prevent toxic with chat ? people still spam Nice Job! Everyday.

    CC can't compare to wow's pvp in term of fun , challenging , high skill ceiling at all. sadge.
    (5)

  8. #7
    Player
    snipski's Avatar
    Join Date
    Aug 2013
    Location
    Sweden
    Posts
    235
    Character
    Lloyd Irving
    World
    Odin
    Main Class
    Goldsmith Lv 90
    Just Delete PVP and bring back Feast and maybe this game will thrive again.
    (5)

  9. #8
    Player
    Araxes's Avatar
    Join Date
    Nov 2015
    Location
    Ul'Dah
    Posts
    1,092
    Character
    Runic Raven
    World
    Zodiark
    Main Class
    Blacksmith Lv 100
    Quote Originally Posted by StriKE_SC2 View Post
    Totally agreed.

    Game are too easy. and lot of good player (from ss1 or feast) already stop playing this mode. Because low skill ceiling , no party search , very disappoint teammate). Game can't even chat to talk about a plan , what to do. Try to prevent toxic with chat ? people still spam Nice Job! Everyday.

    CC can't compare to wow's pvp in term of fun , challenging , high skill ceiling at all. sadge.
    Heavensward Feast/Frontline was a totally different World from what we have now. We don't even have Actual Healers or Tanks anymore just because a few people were unable to play the Jobs with their additional pvp skills... or at all TBH.
    I used to be a SCH/WHM/WAR. I made my first Top 100 as SCH in Season 2 when it was still a healer.

    Now 2 Full roles have been completely removed because a FEW people had anxiety to play them.
    I currently only play Frontlines and usually only with my Wife. Problem is that she loses the drive to play even that because of the Premade Cancer. The moment a Premade is in the Game, you play for second place. we went as far as switching Datacenters just so we can avoid them.

    One of the biggest Problems now in the Game, to me at least, is that everybody is responsible for their own survival now. If you get pulled in by a DRK you better hope the Networking Gods are with you or the Damage will get counted before your shields damage reduction. I can't save them anymore, i simply do not have any healing tools to save multiple people. I can MAYBE save one and only if i play Astro and spam all 4 heals at the one person i try to save.

    In the End, i really do not know why i am no longer allowed to be a healer in the Games PVP anymore.
    (1)
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  10. #9
    Player
    Valence's Avatar
    Join Date
    Oct 2018
    Posts
    3,715
    Character
    Sunie Dakwhil
    World
    Twintania
    Main Class
    Machinist Lv 100
    Because the healer paradigm/meta was a broken dumpster fire.
    (1)

  11. #10
    Player
    Zsolen's Avatar
    Join Date
    Sep 2015
    Location
    Tailfeather
    Posts
    817
    Character
    Zanelle Solainteau
    World
    Coeurl
    Main Class
    Machinist Lv 100
    If you want to have better pvp you have to force coordination. Right, now you can unga bunga in certain circumstances quite easily. More CC would make that even worse.

    If you want to have cooperation, increase hp pools or reduce damage and remove 100% SAM LB damage or alter the way it procs.
    (0)

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