FFXIV PvP needs changes?
Global Cool Down timers are still effected by skill/spell speed. If you want to be faster, then you have to min/max your secondary stats accordingly. Preparation is part of PvP, and it's already a pretty minimal part. I wouldn't like to see it reduced further. As for PvP skills and oGlobal Cool Down moves, again, no. Working efficiently around your oGlobal Cool Down timers (PvP and PvE) is part of the game. Doing this skillfully is what makes the difference between a good PvP'er and a bad one. It can also mean the difference between winning and losing. Further, reducing their timer would completely mess up job balance, because Dps burst would be accessible faster. Healer Mp pools can already be pushed to the limit as things are now, so it would be an unfair. It would also mess up job balancing between dps, as the jobs with the fastest accessible burst would become king over all else. Utility or varied play-style would disappear.
Mostly because of stat caps and newcomers. PvP is already an end-game thing, and it's a pretty exclusive end-game thing. Allowing unsync'd players who are at the edge of progression raiding into matches with people who only just cleared Thordan in the MSQ would be laughably unfair. We had that same problem in Wolves Den, back when the morale stat still worked, and morale didn't even hike our levels that far. It was a tiny increase to the overal stat value, but people were up in arms about it being ridiculously unfair. They complained, and SE removed it.
Firstly, for queues. Getting rid of the 4th player would leave 50% of the dps out in the dark, and they already have the longest wait time as it is. Secondly, because of party balance. Right now, teams are balanced equally with one ranged, one melee, one tank, and one healer. If they took out the 4th player, then the dps slot would have to be opened up to any dps. Meaning that ranged and melee would become a flip of the coin. That would be a huge problem, and could place you at a massive disadvantage depending on what your enemy party composition is. Thirdly, there's nothing wrong with hp pools. If you don't have enough, you can always stack a bit more into your PvP loud-out. That's part of the preparation of PvP. I have to disagree greatly that there's no strategy involved in this, because the teams that win are the ones that play with coordination, rather than just running around like chickens. Evenly stacking medals, timing your bursts for stuns, and changing your kill priority according to vulnerability and necessity are all part of the deal.
Fourth, and lastly, HELL NO for your suggestion of a 3v3 with a perma-death. We had something similar, back in the day. It was called Wolves Den, and it was terrible. In case you weren't around for that crap shoot, here's what happened: every match, the gates would open. Two teams would file into the arena. Both teams would immediately, without fail, jump the enemy healer. The team that had the fastest and strongest burst, won. Healer goes down. Match is over. Remaining players on the dead healer's team would promptly sit on the floor and wait to be executed in the order of 1st) ranged 2nd) melee 3rd) tank. This happened every. single. match. There was almost no variety, ever. You want to talk about a game mode that has no strategy? That was it.
I see a few options for helping paladins with the current meta
Paladin deals more damage, homogenised with the other tanks and loses some uniqueness. A few potency increases, coupled with some enmity changes and this should hopefully bring the dps in line with others.
Adding dps as a healer won't be needed
Players actually advanced through endgame content like the Bahamut Coil raids much sooner than the developers expected. These raids are limited by Final Fantasy XIV DPS and healing checks, requiring players a minimum of equipment stats to complete
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