I 100% agree. I have yet to even clear bronze tier after 50 up and down trips through the tier. And when you have teammates that don't understand how crucial it is to kill the healers as quickly and as often as possible then you may as well just not be contributing.Agreed here. I managed to hit Silver 3 a few weeks ago but after being Silver 3 0 risers for about 20 games I ended up walking away.
The problem is for us (people who didn't max rank "right away") is that in the beginning there were a ton of people playing that were...well... bad... so it was easy for a couple of players on each team to ultimately swing the fight. At this point, most of the worst players have stopped playing because they're not having fun and aren't getting anywhere. So, your teammates are a larger part of the total team skill level and you have a much lower chance of really turning the tide yourself.
Strike like lightning, roll like thunder
Be thankful you reached THAT high. I haven't been able to clear bronze since day 1 of 6.0I am stuck in platinum...a few weeks back I climbed to just getting out of it and ever since I have lost most matches. I am trying my best up there with damage and doing the objectives...but I am forever stuck haha. I think I will have to accept it as I am losing the will to live trying to win a few matches.
I stopped for a week as it was annoying me lol but still I have won the odd one here and there. Usually when some players do not do the objective and are just there watching the other team float by in the circle QQ
I have the odd bad game here and there but it is beyond me how I am ever going to rank up.
Strike like lightning, roll like thunder
I would have to disagree. If you consider the fact that you get streak rewards for repeat wins, it's not hard to see someone jumping tiers with minimal effort by the time you hit (what would have been) upper silver tier. This mode is half broken and the ranking system is frustrating. The idea is incredible, but the execution is so poor that it's disappointing. There needs to be, if nothing else, a way to actually communicate to your team instead of the irritating quick chat commands. How am I supposed to coordinate my team when I can't communicate with them properly? Im at a point where I can't improve anymore and I keep losing by no fault of my own (I am always the last to die on my team as dps and healer and im the only one TRYING to coordinate).The system is prone to some level of randomness (which should be bit better now that Patch removes Dia 5-4 from Crystal pool), especially in the unranked to silver bracket. Crystal is still fairly easy to get if you are good but you might have to deal with some really frustrating teams on the way. I got to Crystal in 55 wins as SGE on this Character and the most painful part was the Gold promotion. Got from Unranked to Silver 1+ in a easy 10 streak, then got stuck with unsalvageable games until another 10 wins to finally promote to Gold. After that it was mostly smooth sailing aside from few losses cutting the streaks, some of the games might have been winnable too while few were on par with the pre-gold messes.
It might help if they'd tighten up the low-end pool, unranked to high silver is massive fluctuation in player skill even if none of them are very good. Having a pure rating based system or somehow taking player performance in count instead of sheer win/loss might make it better to the more competent players, while helping ensure to keep the worse ones stumbling upwards with random streaks.
From what I've seen most if not all Jobs have been piloted from Unranked to Crystal by someone so far, so it is definately doable despite the balance and the way the system works.
Strike like lightning, roll like thunder
Wish there was a way to share luck XD. I have yet to see a time of day on Mateus when there are more weak players because it seems like they are always there (and on my team).
Strike like lightning, roll like thunder
What is the purpose of winning and losing? Nothing by themselves.There shouldn't exist ranks to begin with. Just a player score. And matchmaking builds around the average score of all particpating players.
What's the purpose of ranks? None.
But knowing the matchmaking of frontline I guess it's too difficult for them to implement something so simple.
The ranks in CC are a bad concept borrowed from other games and there is literally nothing worthwhile to strive for in the mode so far outside of bragging rights (which is the dumbest thing to go after imo). It should be a system based on wins achieved instead of the irritatingly typical "performance" scheme. And I'd have to say, unless we are game programmers with plenty of experience in pvp design and mechanics, who are we to cast sarcastic remarks about what's "easy". Let's be thankful we even have FFXIV (up to the next 10 years) at all. I personally would have to say that, even with it not making sense to us, there's a method to the madness to some degree. This IS a brand new pvp mode for the game after all. Frontline just has to many people.
Strike like lightning, roll like thunder
Another leaderboard alongside Ishgard restoration that would only reward players who have 20 hours a day of time to grind the mode? Also instead 10 days it would last 2-4 months? No thank you![]()
Player
I agree. I got to gold and gave up because it didnt feel worth the time or effort after I had all the garo mounts. I could spend all evening yoyoing, or I could get a lucky streak and skyrocket. The design philosophy is confused. If you got half a star for being the team's mvp it wouldnt be so bad because you can rely on your own performance. But in a mode where talking is disabled cus muh toxicity, and barely anyone has any carry potential, all it did was frustrate me. That and I believe the matchmaking is deliberately weighted to ensure a 50/50 win rate (win one, check, lose one, check, and see the vast difference in the teams you're with and against). It's a pass from me. I preferred pvp pre-6.1 by far. There are some good concepts, and it's nice to see pvp get some attention, but taking a sledgehammer to everybody's kits and homogenising roles/balancing around 5v5 when a 72 man mode exists is just plain ineptitude.
And how would the system determine the mvp? Most damage done? Most healing? Least damage taken? I promise you, at least 50% of the time, most damage done is not the team mvp. BEFORE the buff, BLK was almost all most damage done, and Summoner is almost always most damage done. Except it's spread out AoE that was all but ignored, so thats out the window? Most healing done? I've seen WHM pump out over 1M healing just from their 15 second CD LB, and then they run away, so thats out.I agree. I got to gold and gave up because it didnt feel worth the time or effort after I had all the garo mounts. I could spend all evening yoyoing, or I could get a lucky streak and skyrocket. The design philosophy is confused. If you got half a star for being the team's mvp it wouldnt be so bad because you can rely on your own performance. But in a mode where talking is disabled cus muh toxicity, and barely anyone has any carry potential, all it did was frustrate me. That and I believe the matchmaking is deliberately weighted to ensure a 50/50 win rate (win one, check, lose one, check, and see the vast difference in the teams you're with and against). It's a pass from me. I preferred pvp pre-6.1 by far. There are some good concepts, and it's nice to see pvp get some attention, but taking a sledgehammer to everybody's kits and homogenising roles/balancing around 5v5 when a 72 man mode exists is just plain ineptitude.
Least damage taken? Well I'll afk in base, free half star.
There is absolutly no way to do this unless somebody was to watch each match.
Ironically this comment just identified your problem - your targeting priority is completely wrong, and probably a large part of why you’re keeping yourself in bronze (among whatever other weird misconceptions people seem to have when starting out).
Healers aren’t that much more important than any other job, in current pvp. Killing whoever you can for a numbers advantage is much more important than tunneling a particular role. Focus whoever’s out of position and/or low on health and mana, even if they’re a tank since tanks aren’t that much tankier than dps in current pvp either. Target priority should be changing constantly throughout a match.
In crystal tier it’s not rare for tanks to have to be on their toes so they don’t get melted by focus for positioning too aggressively. Mostly because nothing survives focus by 3+ players particularly well, and everyone is keeping an eye on mana bars to see how much sustain you actually have available
Last edited by Saucy_Jack; 05-26-2022 at 02:56 AM.
Agreed for the most part. Ideally you kill players that are acting as force multipliers first (BRD, SCH, AST, etc) because you want those buffs/debuffs taken off the field... but if the people playing those classes are remotely competent, they aren't gonna be just hanging out in places where you can just walk up to them and thump them.Ironically this comment just identified your problem - your targeting priority is completely wrong, and probably a large part of why you’re keeping yourself in bronze (among whatever other weird misconceptions people seem to have when starting out).
Healers aren’t that much more important than any other job, in current pvp. Killing whoever you can for a numbers advantage is much more important than tunneling a particular role. Focus whoever’s out of position and/or low on health and mana, even if they’re a tank since tanks aren’t that much tankier than dps in current pvp either. Target priority should be changing constantly throughout a match.
In crystal tier it’s not rare for tanks to have to be on their toes so they don’t get melted by focus for positioning too aggressively. Mostly because nothing survives focus by 3+ players particularly well, and everyone is keeping an eye on mana bars to see how much sustain you actually have available
For disorganized solo queue "target the dude that's out of mana" is usually the rule of thumb.
|
![]() |
![]() |
![]() |
|
Cookie Policy
This website uses cookies. If you do not wish us to set cookies on your device, please do not use the website. Please read the Square Enix cookies policy for more information. Your use of the website is also subject to the terms in the Square Enix website terms of use and privacy policy and by using the website you are accepting those terms. The Square Enix terms of use, privacy policy and cookies policy can also be found through links at the bottom of the page.