Has PvP become more Creative than PvE in FFXIV?



I’ve been playing a LOT of Frontlines lately and played through various jobs. I gotta say I love what the PvP team has done as far as the diversity of the jobs goes. Maybe we can hope for similar levels of complexity in the future for PvE.

Follow me at: https://twitter.com/ScribeSynodic
Channel Art by Catti: https://twitter.com/cattiart
Join the Channel’s Discord: https://discord.gg/YKBu4sQBEk
Support the Channel on Patreon: https://www.patreon.com/synodicscribe?fan_landing=true

Disclaimer: The MMORPG known as FinalFantasy XIV Online as well as all its related publications and merchandise are owned by Square Enix. I have no claims to it.

Primary Sources:
Video Games-
FinalFantasy XIV Online

Publications-
Encyclopedia Eorzea Volume I
Encyclopedia Eorzea Volume II

Alternative Sources:
FinalFantasyXIV, The Lodestone/Sidestory
FFXIV, Letter from the Producer
Published FFXIV Brand Art Books

#ffxiv #lore #jobs

source

31 thoughts on “Has PvP become more Creative than PvE in FFXIV?”

  1. I tend to use Repose in high end quests when multiple mobs appear. Having a WHM as my main character means you have to get creative in solo content. so Dia and repose means they're taking damage while you can focus one st a time.

    Reply
  2. The one job that truly stunned me in its new pvp counterpart was red mage
    The black shift/white shift idea is absolutely fucking GENIUS, rotating between heals/regens and big damage/dots based on your current “shift” which you can swap on the fly, while also transforming one ability from our current magick barrier to a damage buff against your target
    Whoever came up with this on the team, I love you

    Reply
  3. I had already made peace with the fact that PvE skills were going to be underwhelming. So I've stuck to dark knight as that is the job that I personally think best fits the story being told. If we can get more PvP type skills in PvE I'm switching to Ninja, Ninja in PvP is so much fun just duking and weaving in and out of combat.

    Reply
  4. so fun little thing concerning ninja's. We see the assassin part used in closed environments, such as Bozja. Ninja for instance, has a equipable lost art that has good chance to instantly KO non-boss targets when attack from behind, which is AMAZINGLY useful for the prison stage of Castrum, for instance.

    It really helps sell that fantasy in those engagements I find, and really fun when it procs! 😀

    Reply
  5. Honestly please do the changes of the jobs! I love the way the game actively changes bc it’s so interesting and I only started in Stormblood anyways.

    Honestly I’m torn bc I know WHY they need some homogenization in pve bc with too large a power gap players are likely to start being nasty towards under powered jobs.

    Likewise the problem with too much of it is that everyone feels samey and it doesn’t seem to matter. It’s a difficult thing to balance and I wish them luck finding that balance. (Also I’m terrified for Astro but maybe hopeful too)

    Reply
  6. I really like how dark knight plays in PVP. Would love the class in pve to take queues from it. I'm not even talking about the HP stuff, I just like how the core mechanics of the pvp version actually feed into eachother, with shadowbringer giving you blackblood. Eventide also is fucking amazing.

    Reply
  7. Taking in account for all the skill level and how many new players we have and how generally welcoming 14 is I feel the state of pve is quiet good. Most jobs feel and look different enough that the vast majority that only play a handful won't notice how homogenized things can get.

    But in a perfect world where we all at least play 1 of each role and all of our main role enough that we can see the over lap they could take more from pvp. Heck I'm a machinist main who in terms of gameplay felt launch of Stormblood was the best shooty bang bang the gun has had with the first heat system. The current lets have loads of gadgets is what I wanted when I started the job back in Heavensward and adore now. But the balancing heat, fighting to keep it just right till over heat time made me feel one part sniper waiting for the perfect shot, one part engineer struggling to keep systems from going critical at the worse time and one part Samus Aran with the end of the game f you laser melting everything in my way. I want that back but most players hated it as I recall.

    If anything I would at least like the pve limiy breaks for each job. Maybe as like lb 2. Though the healers and tanks might be far harder to balance but the warrior's roar is my top most wanted skill for warrior.

    Right now pve's biggest problem is bloat for commands. Too many skills should turn into another one. Such as Inner Release should turn into Primal Rend for Warrior. Flood of Shadow should become Shadowbringer and well Astro yeah that is a mess on my controller.

    I do think pve and pvp should have some differences and think to please the vast number of players they are doing their best. But they are never to scared to try and fail at least. This team isn't perfect but unlike most they look at what failes and learn from.

    Reply
  8. I have 0 enjoyment of Jobs or Gameplay in pve. And i hate that mechanically 1-Cap always feels abysmal.

    "Playing FFXIV" does not feel good outside of cap or pvp but an absurd amount more hours go into the time outside them.

    Then add in how much jobs get quashed or entire redone for meta reasons, Ast cards cant be unique because Balance is optimal, Lvl Sync cant let you keep your moves because youd be too powerful for the content with reduced stats but the same content if you Party Finder you can bring Blue Mage.

    I feel like gameplay, and flavor suffer a lot for the sake of meta, making everything equally viable at a given time or trying to appeal to everyone at the same time, but since PvP doesnt really have that to nearly the same degree they can do a lot more.

    Reply
  9. I'd love to see more creative PvE encounters. One of my favorites is the second boss of Bardam's Mettle. Another favorite is the last boss of the 6.1 dungeon.

    I'd love to see creativity like that.

    Reply
  10. Can some1 link this video to Yoshi-P and Squarenix? My only hope is that they are using pvp as a sort of testing ground to see what people like and then apply those changes to pve to some extent. Is it too much hopium? probably yes. But i've said this multiple time: I will quit FF14 when its combat system becomes too lame and "superficial"….and with each expansion we are moving toward that.

    Reply
  11. Please do go into the job lore in another video.

    As someone who can flex all the tanks and healers, I'm not super into how they keep simplifying and beating the personality out of the jobs. (RIP Nocturnal Sect, come back Overpower-cone). I feel like they're trying to make everything so interchangeable that we may end up at a point where having different jobs is really just a weapon glam preference.

    Reply
  12. 1: Congrats on the 19k+ subs! Almost there of reaching your goal
    2: I feel the RDM's "white magic" side could have more emphasis. Maybe give it an AoE OGCD heal of something like, 15 seconds. Could still be weak AF since it's a DPS job, but I wouldn't mind helping healers in raids out by adding additional healing to the things we can do between raidwides

    Reply
  13. I love the look and feel of scholar. Frankly, it feels more like the support job that it should be rather than a primarily barrier healer. Bio potentially reducing damage output from your opponents is genius and adds to the idea that healers should be aggressive in this game in pve. Makes me wonder why it isn't a thing right now in pve.

    And don't get me started on the potential versatility of gunbreaker. Draw and juncture is clunky, but it does call to mind the potential abilities that a gunbreaker should have.

    Reply
  14. While I love the differences in PVP jobs versus their pve counterparts, I can't help but feel like some of the homogenization of PVE is somewhat self-inflicted.

    Take, for example, WAR: the job's abilities necessitate a different style of melding from other tanks, preferring Crit/Det over Direct Hit, where the other tanks want as much DH as they can meld without sacrificing crit. This makes perfect sense, as WAR's biggest hits are already direct critical hits, so more DH is suboptimal. You lose more dps for WAR melding DH than you lose from the other tanks melding det, iirc. The number of people I have seen CLAMORING for changes to WAR to homogenize melds has been phenomenal, and while I don't know the actual numbers of people wanting that change I can at least say, anecdotally, that it's pretty up there. And that's not even that big of a difference!

    Reply
  15. If the price of having more lore accurate or fantasy accurate jobs is to break balance and make people hate you just because your job dont fit a meta then I prefer the way is now that I can play all the jobs without anyone being kickout just because they choose that job.

    Reply
  16. On the odd occasion where I’ve played Black Mage, I’ll admit Sleep is a… situational spell at best. BUT it HAS saved my hide when I’ve had the chance to use it. Plenty of green tanks getting overzealous and wall-to-walling while forgetting of their own defensive cooldowns. Tank dies, healer gets bombarded shortly after, and all that’s left is me, my fellow button-masher, and a horde of angry mobs ready to run us through. Quickly, swiftcast into Sleep, and I run… I run aaaaaall the way back to Spawn where the tank and healer are waiting, ready to pick up right where we left off~ Yeah… Sleep isn’t all that useful nowadays, but when your un out of options, it’s not the worst last resort to have~

    Reply
  17. Im finally about to start endwalker and i swear to the 12 when i finish it i will binge watch all of the videos you released with spoiler tags for that dlc that i have sitting in my watch later playlist lmao

    Reply
  18. Short answer, NO. PvP has been dumbed down to shit since HW. This PvP rework ruined it even more than the last time. PvP was a blast back in the day when we had our full PvE move sets with minor adjustments and additional PvP skills. Removing roles was the biggest mistake they made.

    Reply
  19. It's worth noting that we have gotten some cross pollination into PvE. Monk notably has inherited the old Somersault and Axe Kick of older PvP into the new Celestial Revolution and Flint Strike.

    Reply
  20. Haven't watched the video yet, but throwing this out there.

    I think the PVP changes were a test for class overhauls.

    I base this on how the different some classes are in PVP and PVE. Note, this is based on a mix of aesthetics and gameplay mechanics, this does not account for balancing, nor is this confirmed, this is a Hypothesis I have

    So for the short version we are going to look at 3 examples. Dark Knight, Summoner, and Reaper

    Dark Knight is similar aethsetically, but different in its mechanics, whereas PVP seems to be based on a previous incarnation of the job in PVE (Stormblood, I think, but I came in near the end of Shadowbringers so I don't know for sure). Some say that the stormblood version is better. All I know for sure is pvp version of DRK is more complex then its current PVE counterpart. They feel different to play.

    Summoner recently got a rework, and it shows in the pvp side, In terms of gameplay they are very similar, with the PVP version better tuned for faster-paced gameplay. I don't have much to say about it, due to how similar it feels to play the pvp and PVE build, unlike Dark Knight

    Reaper is in a simlar boat with Summoner, but for different reasons. The gameplay is different between pvp and pve, but not too much, pvp is just a bit more complex. It still feels like you're playing a regular reaper in pvp, which makes sense cause it's 1 of the 2 newest classes in the game, the team will have a very good idea how to tune reaper with changes, while also not having a history of previous versions behind it.

    Now considering that 2 of the examples presented feel very similar to their pve counterparts (Summoner cause of the rework they undergone with the expansion, and Reaper being the new class) and Dark Knight, a class thats been around since HW and people complaining (rightly imo) about how janky it is currently, is vastly different then its pvp counterpart, I think its safe to say they may have used the previously outdated PVP system as an excuse to experiment on possible overhauls for each class, with how different and class's Identity feels in PVP.

    TL;DR: I think the PVP changes were a test for class overhauls due to older classes (besides summoner) having completly different builds in PVP then in PVE

    I'll update this as needed when watching the video

    Reply

Leave a Comment