CC needs toning down or diminishing returns needs to be implemented.
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CC needs toning down or diminishing returns needs to be implemented.
I assure you none of your random teammates in a 5-minute match are interested in hearing "tips" from another random teammate, no matter how benevolent your intent.
Quick chat allows you to call and mark targets, advise your team to advance or fall back, and communicate the status of your LB charge.
There are several more options I'd like to see added, mostly in the realm of "<target> has LB" or "<target> is flanking us" in place of fluff like "sorry" and "everyone, attack!".
There are lots of good suggestions in QooEr's thread.
CC has zero strategic depth, and most of the important tactical decisions are made on the fly, so it's unclear where the benefits of text comm would outweigh the enormous downsides.
You only have time to type when you're waiting to respawn, when the things you have to say are least likely to be constructive.
Random instakills absolutely shouldn't exist in PvP, but the only random instakill is the 3% proc on MCH's Chainsaw.
It's stupid and should be removed, but I can count on one finger the number of matches I've been in where the outcome turned on it.
One-shots in general not belonging in PvP, though? There are one-shot mechanics in virtually every PvP game I've ever played,
and the only other true one-shot in CC is Zentetsuken under specific conditions. Nothing else is just 100% to dead in one move.
Again, this is a weird thing to suggest isn't normal for PvP.
Call it Casual Match, or Quick Match, or Quick Play; some version of this exists in virtually every PvP title on the market.
It's a place to screw around, try new jobs, experiment, and generally not take things too seriously.
If you're the guy in Casual Mode seething because folks aren't playing hard to win, you're the one who's wrong, not them.
The problems you listed are as follows:
1. Your teammates don't play the way you want them to.
2. You can't yell at them for it, order them around, or tell them how to play.
3. You don't like the random instakills that don't exist.
4. You don't think people should play so casually in Casual Mode.
Everyone is fine with these sorts of things because they're fine.
Chat being enabled during a match probably is iffy because most of it isn’t going to be constructive while you’re actually in game and people are heated about what’s going on. But it might be better to have a better way to discuss it in game outside of matches and get takes on what you could do better/whether or not a strategy is right, aside from hanging out in the wolves den.
There’s apparently a lot of people who still don’t know how some of the map effects work tens of games in (chocobo feathers on wind map, buff orbs on fire map, etc…), and a bizarre number of people who seem to believe things like never hitting tanks even if they’re half health and out of mana, even though that’s the exact time a tank should be focused and killed off. The quality of games overall would probably go up if people could chat about this kind of common sense stuff like that in game, instead of leaving players to stew in their own rage without having any way to find out what could be done better.
This is why part of me is worried about trying to coach people now. You have people who have a huge influence in the outcome of your game with rank at stake and "you don't get to dictate how others play", it feels like trying to coach would be grounds for a report. Just quick macros with very specific instructions is all I want like "Don't split at the start", because so many people attempting to leeroy costs matches.....and of course not to get banned for it..
You know how you don’t want to take advice from random players of the same rank saying go ahead and split as needed to secure kills? They equally don’t want to take advice from you about what you think they should do. It usually will not go over the way you’re imagining it will.
“Don’t split at the start” isn’t even a catch all, considering how often I have to babysit our healer in upper ranks when palaistra comes up, due to drg/nin/rdm hit squads on the other team sitting on the speed boost track trying to get a quick pick on our backline in the first engage. Splitting to flank is so obnoxiously strong in that map that I have to open with fake engage, purify, sprint backwards and cover the whm or friendly ranged half the time I’m there, because it’ll take all of 4 seconds for them to start getting gangbanged by packs of rabid dps high on racetrack zoomies coming in behind us
Really? Because all that happens in my matches is the DRG goes straight in and before we can conceivably react the DRG has already been blown to pieces and it's a 4v5.
All because of a choice THEY made that didn't jive with the rest of us.
It CAN work....but you need to communicate it and guess what we can't do properly in the current state of the game!
Yes. Going in 1v5 first and guarding immediately to open fights works up until about plat, since it’s a bait that basically absorbs half the cc and cooldowns on the enemy team for free. Easy way to win the first fight in low elo since they don’t know this is a thing and blow cooldowns immediately, and then steamroll because players tilt so easily when they really shouldn’t in such a swingy game mode.
Stops working when you climb enough for players catch onto it being a thing/just wait to blow you up after the guard is over.
At higher ranks usually the tank engages if a high priority job does something stupid and steps too close during the opening dance, and it works because the rest of the team actually follows up. On maps like palaistra, high damage jobs often use one of the tracks to try to flank and burst someone down, since three players cc chaining someone who isn’t ready for it can very quickly drop them before players can react. You often get into an awkward dance as you threaten to move close enough to engage while they move back and forth on the track threatening to commit to the split if the other team screws up.
I agree that there should be communication. It's a team game. I know and understand that people want to avoid the toxicity that dominates so many other games, but, well, at what cost? It's a team game that you can only play with people you don't know and you cannot communicate with them. It feels like a very bland experience after a while. And there's another issue here that people don't seem to take into consideration: as a result of the lack of communication and the impossibility of playing with friends, Crystalline Conflict - and as extension the entire PvP - is a very, very lonely experience. You can't talk. You can't make friends. You can't share your experiences with your own friends. There is absolutely no social aspect to that part of the game.
That also adds to the "randomness" of the results.
You are also right that matchmaking should prevent situations where you get repeatedly matched with / against the same player.
I disagree with your comments on the casual matches, though. That should indeed exist, and that's precisely the place where you should try out new jobs or strategies, or just turn off your brain for a while and smash buttons.
the whole point of the ranking system is your supposed to rank up into groups that take it seriously but the +/- on the matchmaking makes sure that never happens.
I think they did it for the sake of faster queues but it does feel pretty flawed