The Leading FFXIV Gil Seller - Uffxiv.com!

Removing the penalty for switching wouldn't really do anything either, all that would do is make a mass exodus to the "winning" Grand Company all the more common and further skew matches...

If we had something like Final Fantasy XIV Conquest system

Lore is a completely bullshit excuse, the only reason to keep the current set up is for the ways it enhances PvP. Removing the penalty for switching wouldn't really do anything either, all that would do is make a mass exodus to the "winning" Grand Company all the more common and further skew matches...

 

The Grand Company restriction is in place for Frontlines (which it is worth remembering has always been sold as "casual" PvP) to create a more welcoming atmosphere, you're automatically part of a team from the get go, after all. Whether you're new to PvP or a veteran, you've already got a team to fight for, I at least quite like the restriction for that alone. I like that my team generally has the same faces, I like that I can spot (and harass) rivals, rather than each match having purely randomized teams that I wouldn't care about at all. Lore really doesn't come into it at all, they can make up any contrived reason for static teams or non-static teams.

 

What they should do, is both ease up (not remove) the restriction, and enhance the sense of purpose behind the Grand Companies. Honestly, Grand Companies might as well not exist in this game, there is no real reason for them... If we had something like Final Fantasy XIVs Conquest system, however, then perhaps they'd actually serve some gameplay aspect, rather than being an arbitrary glamour restriction (which is all they are outside PvP). Whether that ties into Frontlines or not is another question, but I'd certainly like it if I wasn't just winning in Frontlines for more Wolf Marks, but instead to go towards some weekly tally that can bring Twin Adders on top (although this would be in Frontlines, so I should just burn that dream...) for some kind of bonus to all Adders on my server...

 

As for easing up the restriction; Mercenaries. Opt in or forced, I don't particularly care. Queues wouldn't be instant, but 72 people queue up (20A/24F/28M), hold them all for like a minute looking for 4 more Adders, then just go "Fuck It" and slap those 4 excess Maelstrom in with the Adders for a match as Mercs, with something like "Mercenaries receive a 10% bonus to PvP EXP and Wolf Marks when placing first" to add incentive to actually push for first, rather than sabotaging for your real team. That should improve queues, without completely throwing away the good Grand Companies can bring to PvP...

 

At the very least I think SE should try for some middle ground, before completely gutting Grand Companies out of the game. Completely removing the restriction and just having purely random teams always struck me as the table-flip response... I'd rather they work on improving something, rather than swinging from one extreme to the other...

Related News
25
Jun

Curious to how people are doing with Final Fantasy XIV leveling

By the way, 30-50 is only 20 levels - 20 levels in Final Fantasy XIV ARR takes no time at all. Did you know, coerthas and north thanalan fates are fast, easy and quick exp to the point almost everyone does it for a reason?

16
Jul

Ways to Improve the FFXIV Dark Knight class better

OTing: With proper use of Blood weapon you have a 400 potency attack every 7.35 seconds for 20 seconds and an additional OGCD 450 potency attack afterwards, while maintaining debuffs and MP in the 20 sec remaining on the CD at that point.

14
Dec

The next set of spells are offensive AoEs

The first move you learn is an offensive spell, due to the way level grinding works, you need to kill mobs. There will also be a 170 potency version of this spell, (I say usually because Ruin II is not only the same potency as Ruin, but the 170 spell is unrelated to the Ruin series. Stone II and Malefic II do fit)

04
Nov

I try to take weapons and playstyle into account

Auron - Dark Knight: one handed sword, heavy attacks while also a good pool of HP. Hes also the first one to learn some "cover"-spell, which would make him a paladin... but... naaaah... he doesnt seem like one so I identify this as a tank-ability

24
Sep

The FFXIV Machinist should have been kicked for being an idiot

Knock back moves are not necessary to the full dps rotation of any class. It's more of a tool than a dps asset, and can easily be ignored or saved for when you might actually need it.

04
Aug

Anyone else feel like Dark Knight is a bit lacking in Final Fantasy XIV?

Darkside annoys me, I wish they'd have given Dark Knight Mana Draw... MP is definitely the biggest issue with Dark Knight in PvP. Without Darkside or MP for Dark Arts, Dark Knight just becomes completely rubbish.

Leave A Reply

Final Fantasy XIV Top News