Every job becoming a 1 button wonder would just result in the game tripling down even further on DDR instakill 24/7 body checks, I'm not sure how I feel about that.
Every job becoming a 1 button wonder would just result in the game tripling down even further on DDR instakill 24/7 body checks, I'm not sure how I feel about that.
Cleaning up button-bloat and stacking combo skills to one button is good.
But not so much to everything else.




no thanks i dont want PVP design, it's even more boring then the PVE design. It wouldn't also work well


There are a few BLU skills that seem to work in a very similar way(think Tail Screw). Theres a variable on the NPC that can be set to make them immune. Or at least, the variable is there on dungeon NPCs. I dont see why it couldnt be on overworld/fate enemies too.
Healers are green dps in pvp? Did you ever see the end game results of Crystaline Conflict? You'll frequently see WHM, Sage and scholar being at top dps at the end of CC. This happens even in higher elo. As for healing, this is where you are wrong. I regularly have 1.5-2 million healing in 5 minute matches as WHM and other classes can do it better. I can give you also an example that a Reaper can outheal everyone in Frontlines just because it has a shield that adds healing to whole party. So this isn't just recuperate and potion which play a small contribution. Can also go to frontlines and you'll see Scholars with millions of dps in charts.PVP is fun because it's not a bunch of scripted encounters and has some actual variability thanks to human behavior completely taking the wheel, not because the job design is amazing.
Trying to merge even more simplified and role-dilluted kits (healers are even more green DPS in PvP) into inflexible, scripted and (somewhat) dependant on roles content will only make those who were fine with PvE kits despise the content and those who prefer PvP despise it even more. Not to mention that, in case of PvP Healer kits, they would be a massive hindrance in a large part of PvE because they don't have anywhere near the same healing input (most of the healing going on comes from Recuperate and the Elixir. not from healer input)
Give cast times back to SMN. Gun and Bow Mage can stay dead, PvE wise.
There are already jobs in pvp that struggle to complete combos. Black mage is the one, Monk is the one and Samurai is the one. Given that certain maps have a lot of coverage, these classes can struggle.
Ye well WHM issue is that devs don't know how to balance this class so in the end they nerfed it for no reasons. WHM never had good winrate as other healers do. Astro and Scholar, specially scholar now just straight outbeat whm at every pace due to their shield, tankiness and support that they provide to the team. WHM nerf to the lb is really hurting, those -4k potency is big and already makes you miss kills or have less impact into the game. Even sage currently is better than whm because at least with whm we could have good dps, now its bigger struggle against shield teams.Yeah... PvP WHM is still Glare and Afflatus Misery for the most part, and dot being replaced with jumping attack. The only "new" thing for WHM on offensive side of the skills is probably the transformation skill - which can be actually pretty nifty in deep dungeon I guess, but it's still essentially the same job..?
I'm also not sure I'd enjoy using DNC's, BRD's or BLM's PvP kit in PvE, for example, which are the three DPS jobs I play the most by far.
As an optional feature it's not something I'd have been against if it was a thing, but it feels very dependant on the job.
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