Crystalline Conflict + PvP Rework First Impressions! WOW!!!!

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I was up until 5 in the morning on a work day spamming pvp and I could not stop. This is actually freaking incredible, do NOT turn your nose up at this! Try PvP in FFXIV!

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Timestamps:
0:00 Crystalline Conflict is AMAZING
0:30 The PvP Rework is AMAZING
0:59 Adventurer Plates
1:27 Job Rework and Class Balance
4:00 Role balance and the meaning of roles in pvp
4:55 Unique Ultimate Abilities is FANTASTIC
6:17 Match Length
7:16 PUSH THE PAYLOAD
8:25 Skill Expression! Yes!
8:59 Final Thoughts on PvP and Crystalline Conflict in Patch 6.1

I am genuinely blown away and have enjoyed my time immensely so far in player versus player. I’d be shocked if by the end of day tomorrow I didn’t have the armor cause I was up until like 4:00 in the morning on a work day last night spamming it and I was like oh no I can’t stop. To say the absolute least crystalline conflict has been a blast. When we first heard of the pvp rework my ears did perk up mostly because I was wondering if this was going to really turn out and attract attention because pvp in final fantasy 14 does not have the best reputation-- ask any veteran they’d be like pvp? In MY final fantasy xiv?

But everything changed when the fire patch 6.1 nation attacked.

As always if you enjoy this video please consider dropping a thicc cat daddy adventurer plate on that like button and cat daddying that subscribe button.

I’ll start with the fundamentals, adventurer plates is something I honestly wasn’t totally sold on when I first heard about them I was like this seems like a lot of effort to go to for something we might not see. But I was quite wrong, few things have made me cry laughing with unapologetic joy as loading into pvp matches.

It adds a very unique flair and allows you to have a way to distinguish yourself. I am a huge fan.


Next up picking some job to take into the crystalline conflict. The pvp skills each job has is completely different from their pve skills. And dramatically so, with some extremely inventive abilities we saw pruned like Scholar used to apply a healing reduction to enemies with miasma, that’s returned in pvp in the form of mummification.

But does this water down class design? Not at all. Not even close. In fact I’d argue distinct unique meaningful class differences are more clear than ever in pvp.

PvE has many skills, and heaven knows I would genuinely not trade in many of my skills even though there are so many. Scholar’s kit as much as people say it’s bloated an excogitation functions differently from an indom. Which makes me absolutely thrilled at this separation. In PvP you don’t want so many buttons that you can’t use them effectively. Like Overwatch has a super teeny tiny slim amount, same with league of legends. A handful of meaningful abilities is better in pvp modes.

Like I described Scholar’s mummify reducing healing for enemies or another one is scholar’s expedient raising party speed and in pvp that’s powerful, what about Sage’s Toxikon increasing damage taken by enemies? Or the fact Sage can zip around the field with Icarus? Or what about white mage’s powerful miracle of nature that transforms an enemy? We’re talking genuinely meaningful choices here.

Now on that note one thing I find very refreshing is tanks don’t just tank and hit like wet noodles, they definitely lean more into living and being annoying as frigging heck but they aren’t just sponges. And healers are more like utility monsters with a spot of healing. Everyone is more responsible for their own health and survivability which is very welcome. Obviously healers can help sustain the team to some level, but the pressure of spamming cure nonstop or medica isn’t there. And likewise as a DPS or tank you aren’t totally reliant on your healer, so it’s really a pro both ways in my mind.

Each job also has it’s own distinct limit break that is very different from every other job so far. Like ridiculously so. Like let’s compare healers. Scholar summons Seraph that bathes the field in a metric ton of shields, Sage makes a giant firetruck you zone that flips off ranged damage and heavily penalizes anyone close, white mage stuns and blasts damage and amplifies their damage and AST reduces incoming damage and amplifies outgoing damage for the team by a disgusting amount.

So to say the least the kits are not homogenized at all. They are extremely distinct

Next up I want to talk about match length, and I genuinely find the length of matches to be extremely solid. It’s long enough that you players of equal skill







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