It did but everybody complained that it was too hard, now you're stuck with it, deal with it. this game is ***
It did but everybody complained that it was too hard, now you're stuck with it, deal with it. this game is ***




Yet it happens on a regular basis, but not in every team either. This is where you kinda know already which team is going to win from the first engagement when one does and not the other. Can't speak for how it is on NA though, never tried playing there.

You just described the feast. There's a reason it's not like that anymore, your typical FFXIV can't handle top tier gaming. FFXIV pvp = make it easier for bad players to do decent.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.
It would have helped immensely if we could talk before the match starts...
Agreed with all of this. With what the poster said above, it did seem like The Feast had this kind of system. Healers kept people alive and were very important for winning. Tanks would CC and use mit and lockdown a target while the DPS burned them down and the DPS did countdown callouts to coordinate.
Unfortunately, this kind of group effort has been stripped down so effectively working as a team is literally just timing LBs and going after the target with no purify/guard or low MP. Some people can't even do that right with 3/4 button skills so expecting more than that is just...yeah. It seems like they wanted this games' PvP to be more casual friendly so I guess that's why its as shallow as it is now. They succeeded in that regard by making it more accessible but anyone who wanted PvP to be a substitute for endgame or challenge is playing the wrong game here. Light Party matches in voice chat is really the closest you're ever going to get to that.
They don't even give us decent ranked rewards anymore because people who never cared or played the mode in the past complained about it.
"PVP need higher skill ceiling"
This is true, and idc really how they do it.
Pretty much. The keep making it difficult for veterans and experienced player to win against newbies and inexperienced. All the PvP knowledge doesn't matter if you don't have a cc effect and your enemy can press 1 button to heal your perfectly executed burst combo. PvP needs to be more punishing if you play poorly.It seems like they wanted this games' PvP to be more casual friendly so I guess that's why its as shallow as it is now. They succeeded in that regard by making it more accessible but anyone who wanted PvP to be a substitute for endgame or challenge is playing the wrong game here.
I guess sometimes I have to remind myself that the casual playerbase is the majority and that is the way they will move towards. But yeah, it is much easier for 1 person to bring down a whole team causing a snowball than it is for 1 person to essentially "carry.""PVP need higher skill ceiling"
This is true, and idc really how they do it.
Pretty much. The keep making it difficult for veterans and experienced player to win against newbies and inexperienced. All the PvP knowledge doesn't matter if you don't have a cc effect and your enemy can press 1 button to heal your perfectly executed burst combo. PvP needs to be more punishing if you play poorly.
The fact Miracle of Nature still exists seems like a testament of how they want this games' PvP to move towards in terms of skill, haha.
Hahaha! That's amazing. Dang, just like that and I've already been figured out and revealed...time to go!




Feast has never been about skill ceiling but about skill floor. Once you got past the skill floor, it was always the same script no matter the game: each of the 4 members using their scripted burst on countdown for burst, ranged silencing healers, healers purifying, tanks stunning the burst target. There was very little agency, 90% of it was scripted and relied heavily on macros (increasing the skill floor issue). As long as that skill floor wasn't met, who had the better healer decided who won. If the skill floor was met, then it was who could execute their script better or had the team member that couldn't (didn't reach the skill floor) and would cripple the team to lose.
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