Before I begin, adamant pvp players, please understand, I know there is some fun to be had in pvp. I am in no way saying it’s bad to enjoy playing pvp. A lot of my list is made in hopes that perhaps someday they’ll learn and fix it to be something worth while in this game and you won’t be sitting in ques for 30-60 min or longer for a pvp match. ❤️❤️ Please be respectful to all if you wish to leave a comment.
At this point, pvp has very little to work with in final fantasy xiv. The Dev team really really tried to make it feel like it could work and to an extent it does! Some of the things like combining combo abilities for one button could even be used for pve.
However the reason the pvp system has never quite taken off imo is because it just does not feel like playing xiv. It strives hard to be part of the game but when everything to play a job requires a change to play in pvp, ultimately this suggests it’s not part of the overall play of the game.
This can go under current crafting stuff as well but pvp is the ultimate in promoting bad and unhealthy play. It’s also the number one lead to burnout and can cause a bigger number of players to quit longer.
#3 Locking cosmetics for higher player counts
No I don’t mean the leaderboard achievements and glamours, I mean the hair styles, mounts and emotes.
Yus they do this for a lot of things but really, even the gear is just glamour now. There is nothing really pulling the player back every day beyond getting the marks for those items that could have perhaps looked better in a dungeon. Or even a raid or trial!
#2 Wasted dev time on new pvp alternatives
To this day I have not done any pvp outside of frontlines or feast. The reason being the rest have, Often an entire hours wait to even gain access. By the time it pops I’m not interested anymore. I can’t imagine most are.
Sorry if I seem like I’m being unfair here but the reality is 80% of pvp modes are not touched by the mass majority of players at this moment. With no reason to even bother I might add.
The time spent making these could have gone to anything else over the years and it’s really unfortunate to see something that was potentially cool just not work out, but when you refuse to let pvp be in the world, it makes little sense to bother with these.
#1 Job Balancing and Gutting
This has really nothing to do with how well each job performs in pvp. This does however have a lot to do with making certain jobs ask the unfortunate question of “why bother?”
As a prime example I am using Summoner job which in pvp as of right now -12-1-20 has 1 dot which can be an aoe, a repeat of said for in instant, free form for less damage initially.
Dreadwyrm Trance is only used to preform deathflare and does not instant cast your cast abilities. As well as push you into the fire phase of rotation.
Aside from all this is the fact that all summons have been removed from pvp.
To make up for some of this, the jobs abilities are often instant cast and free no mp cost but merely aether cost.
Ultimately when we look at this, that’s a summoner that’s not allowed to be a summoner in pvp... at all. Which leads to the question why bother?
When Solo fighting a DRK currently, if you’re not a Drk, you may as well ask the question “why bother?” This is a problem of balancing and failing to do so properly.
Structure of a job should not change just because you are playing pvp. In fact in games like WoW, pvp often lead to players understanding there jobs better Because of how said abilities worked. Not changing from 1 system to another.
That’s all. Sorry.... not sorry, seriously please don’t come in here to complain. Offer another way of looking at it if you wish to refute my claims. ^^ For the record I love pvp. I wish it was better here and absolutely want it to be!
The system is designed to be very new player friendly, which does leave out some aesthetics. I just wish they would stick to a system. 4.0 and 5.0 they redid everything. I feel like in 6.0 it’s going to be totally revamped again and it’s going to take the whole expansion to balance everything yet again.
There is another problem in itself tbh, new player friendly but still locked till like level 30? I’m sure there are a decent amount of newbies willing to try it out right away, most I suspect are trying to get through the inordinately long story however to get further up rather then worry about pvp for the moment.
This also does not help them in pve to learn how to properly utilize there abilities :/
The balance is designed for the Feast. Summoner currently does insane damage, maybe the most out of all the ranged classes. I don’t think it should be made stronger for purposes of fighting a dark knight solo. Duels are good for learning your toolbox but I don’t think PvP should be balanced around them. If you are fighting against drk in frontlines just kite them. They have a gap closer like all tanks but smn has stun.Stun and run
The leaderboard might be going away. Yoshi said in an interview recently that the current form of Feast would not continue. Which on one hand I’m gonna miss. On the other I’m not gonna be that sad to see go. This past season has shown they do not have the resources to manage any sort of ranked competition. Win trading, throwing, and they only care of someone curses or spams.
I don’t really see a problem with the skills thing. It takes a few minutes maybe to set up. PvE could take the same approach. On my pld my hotbar is packed. Combo buttons would do wonders.
Feast imo needs a bit of an over hall as well, a lot of it is not designed for the average player but ranked teams. This is fine at first until you want to try and get into it as a new player or new to the section of the game.
As for abilities, what I mean is that where they work well in pvp, they don’t work the same in pve, (often) thus this does not help when learning how to play a job. Unlike other games (use too not sure if they’re still that way) where pvp-
was about the same only you could see the utility of something like, your slows or binds and how that could benefit in pve as well