Not gonna lie, I yelled Jesus Christ out loud.
Now I'm gonna make my gf watch it.
Oh and, I kinda hoped the chain thing was a Paladin ability like Aion's IJ or Tera's leash thingy.
To read it was only Holmgng made me kinda sad.
Anyway, I too am very curious about the PVP specific abilities cause the game clearly needs them to have any functional pvp setting.
I'm putting finishing touches on a preliminary PvP on-paper threat assessment thing, and if there is no CC break for sleep (on a reasonable timer), a resist sleep trait, reduced duration in PvP, or a longer "diminishing returns" timer you can pretty much throw all theory out the window. Bring 1-4 sleepers and the remaining slots DPS and just steamroll everybody. Maybe bring a healer (if WHM isn't already there) if you're really concerned about getting slept by other teams but that just makes them first target anyways.
To be more clear, sleep timer with resists will go 30s>15s>7s. The 1minute CC timer for sleep begins the moment the 30s one is applied. So by the time you finish all your sleeps on guy A, you only have like 5 seconds until the 30s sleep is back up. If you have a PLD around for 15s stunlock, grats you can effortlessly incapacitate at least 1 player 24/7.
I have a feeling they balanced PvP with Tank/Healer/2 DPS in my mind meaning that we most likely won't be able to take any off the wall 4 DPS or 4 Healer setups. I also have an inkling that all the resist materia that went away from 1.0 will resurface. All the sleep/stun/slow resist etc. materia will be our "PvP" materia. We also have to factor in if battle res will be allowed which will make a WHM/SCH/SMN more annoying to deal with due to being able to get people back up (along with raise giving people temporary invincibility upon getting up).
It's to the point where I think DF PvP will be slightly less stagnant than premade vs premade, if only for the much much reduced chance that the opposing team is well-coordinated. Downsides are potentially having sleep-breaking idiots on your team and luck of the draw potentially flipping you off (PLD WHM BLM BLM vs WAR SCH SMN DRG, Team 2 is at a severe disadvantage in a world where sleep went unaltered).
But I have like 0 PvP experience in any MMO so I don't know if that's a realistic expectation.
the main story continues from after the praetorium right?
I don't need to do hard mode primals or coil to continue the story?
I more or less instantly dropped this game after a month
and fuck you miokomioko, my headset was on loud and that scared the living daylight out of me
Could go either way. There is a (main story?) quest after Turn 5 I believe. From HM primals to Coil entry quest is in another journal tab called "Chronicles of a New Era". However since that would mean maybe less than 10% of players could actually do the storyline quests, yeah it probably is just picking up after Prae.
It'll be the first game where I have to consider serious latency issues considering I usually play on EU realms.
Where you'd normally stun/interrupt someone in time before you'd get slept or just LoS them, this game will have you CCd by the time you see it pop up on your screen.
I think that is mainly why I think PVP won't be as good as it can be. Even with PVP specific abilities.
Having played mainly tank classes in PVP (Templar in Aion, Lancer in Tera, Kinetic Shadow/Guardian in SWTOR, Guardian in GW2, hell even a PLD/Champ/RB in Rift with sword and shield) I was kinda looking forward to PVPing as a PLD.
I just hope it will be somewhat good.
Yoshi seems to think that the content he's giving us will be enough to keep us busy the entire week.
In reality it will be the old, whatever has to be done in a week which is
Coil. max 90 mins for a full clear.
-Extreme modes. Will probably not take longer than 15 mins per primal once the rotation is figured out.
-HM Dungeons? Only if they net more Myth/hour than WP currently does. And even then, only till Myth cap once people have seen it.
-Daily quests. Will a lot of people bother with these? I'm not sure. it really depends on the reward. I for one am not the kind of player that will endlessly run content if it doesn't actually make my char better. I'd rather do something else. unless it's to help someone who really needs it out.
I reckon most groups who are bored now, will have that stuff down to an evening farm, 2 at most within 2 weeks.
Leaving only CT, which I personally won't bother with, Daily quests. which I probably won't bother with either considering no incentive for me, and PVP.
So please let PVP be good -,-
I subbed for 180 days and I'm really hoping it'll be worth resubbing after that. Cause that's pretty much the time I've given this game.
I'm already plaing other games 6 nights a week now just cause I cba with XIV. I only log in to see if I can help anyone with anything, hell, even randoms shouting for primals, relic quests etc.
P.S.
I DO think SCH will be somewhat OP though, but I mainly went out in to open world solo so maybe I'm just thinking 1v1 too much.
Strictly theorycrafting, 4 SCH (or 3 SCH + 1 whatever) actually sounds very enticing. Even standalone, Succor/Adlo will actually be pretty annoying for some cases, since "0 damage" = no additional effects proc. This even includes things like Straight Shot, AF3/UI3 for BLM, almost every Bind except Shadowbind, every DoT that isn't Bio/Bio2, the list goes on.
SCH stacking because seriously who's gonna be able to nail all 4 SCHs in one swoop? If even one is awake, he can wake another almost instantly. Kite endlessly with Miasma as pseudo-heavy (bonus: PLd and DRG can't cure it with their anti-heavy because it's not technically Heavy), Ruin2, whatever. Stack or stagger fairy regen constantly. Spread out Shadow Flares for annoying slow.
I cannot wait to troll healers with WAR+SCH both applying -50% cure potency, seems everyone forgets these exist so there'll be plenty of confusion at first. SCH will be fantastic since it has great cures (lustrate whilst moving uggggh) and can very easily cover CC with a shitload of debuffs, which is going to be very important.
If they have any sense, sleep won't work in PvP or it will be more like a stun. CC and CC breakers are usually the key to balance. Otherwise you end up with on class or other dominating and everyone playing those. See Neverwinter (at least for a while) for a prime example of how to get it wrong (at least initially).
PVP will be popular for 2-3 months then will be forgotten
Doubtful. Here is what I think will happen:
PvP comes and a rift between players is created. You have those people who only do PvP and those players who only do PvE. The PvP only players will call the PvE players bad because, "anyone can do scripted fights where you don't need to adapt." Meanwhile the PvE only players will call PvP-ers bad because they, "Stick to PvP because they can't do PvE and just cry because they suck."
Then there will be people like me who usually do both and just sit from the sidelines with this face:![]()
Nobody is going to play this game just to PvP, lol.
You'd be surprised.
I can't imagine it, simply by view of the average XI player playing this game. Those coming from other games have tasted PVP content so much sweeter (and we can conclude this based solely on the movement and registering engine this game runs on, which we've felt for years) and more developed, so I doubt they'd settle for a technically inferior PVP system simply because Miq' tits.
Those coming from XI and ballista are possible sells... but even then, it seems unlikely. If the gear progression doesn't turn out to be horizontal PVP sidegrades, you're likely to see those people turn the other way.