Unfortunately, as much as I agree it should be there, I highly doubt SE will ever put in an ACTUAL MMR system. I don't think SE is willing to spend dev cycles spinning up a system that accurately tracks player performance that is based off job performance in order to more accurately place players for what at the end of the day is a piece of side-content. Believe me, I want it, I just highly doubt they are willing to do so. That's why they rely on the rank, cause it's much, much easier to maintain.
I don't think they will every introduce rank decay either, as forced player interaction with the game goes against the spoken philosophy of what Yoshi has said time and time again. And while this is a different discussion as it's a ranked game mode, I'd rather they focus on making the game mode more fun and rewarding to play than force players to play just to keep their rank.
I think the reason why most matches seem so imbalanced has to do with a lot of little issues compounding into a major issue of player balancing. Streaks and lack of placement matches makes it extremely easy for any player to eventually climb to Crystal, as at the end of the day, you don't need to be skillful if you just queue enough to get a lucky string of matches to streak you into Crystal. No de-ranking structure also means you have an extremely large group of players sitting at Crystal 0, unable to ever climb due to their own lack of skill, yet they continue to queue and end up in high tier Crystal games. Then there are the Crystal ranks themselves, which based off what I see, considered every player in Crystal capable to queueing into every other Crystal player despite of their ratings. So that same 0 rank Crystal player get's queued against some Crystal player in the 6k range.
Top of my head, what I would add as simple solutions would be:
1. De-ranking: If a player loses 3-5 games at the lowest tier, or at 0 Crystal, they de-rank. Crystal players stuck at 0 rank aren't Crystal players, they are Diamond players who got lucky.
2. Add tiers to Crystal Rank matches: A new Crystal 100 player shouldn't be matched with someone who is like 6k. There is the issue of longer queue times, but I am sure more people want quality over quantity, especially since the win to loss point ration is about 1 to 1.
3. Dedicated devs to PVP job balancing: Most of us were pleasantly surprised at the amount of PVP job adjustments in the patches following it's release, but it has to continue until as close to perfect balancing is reached. 6.15 should have had much more than what we got, BLM is still busted, and many jobs still underperform and need to be addressed. Please don't stop balancing.
There exists one other major issue that even I don't really know how to address, the issue of not being able to "carry" a game. I think most can agree that Crystalline Conflict is much closer to Frontlines than Feast, this has both pros and cons. The reduced responsibility and need for coordination makes it much more accessible to the majority of players, but severely hurts the more hardcore players. Speaking as a tank player from Feast to CC, I feel I have less control over a match no matter how hard I try, and it makes the matches feel way more of a coin flip than it did before. I know I am not the only one who feels this way, but I am unsure how to address it without drastically changing the game mode. Certain jobs definitely feel like they have a higher impact on matches, so maybe it just requires better job design/balancing, but it's definitely unrewarding and disheartening to do your best, pump out the highest damage and healing, push the Crystal the most, have a few fight winning moments, just to lose cause it didn't matter. Even the most hardcore and best PVP players are upset that there isn't a lot of room in games to excel and be the reason why your team won especially compared to Feast.
Oh, and remove non-LB AoE crowd control. Being accidently CC'd by a giant line AoE Silence when you weren't even the target of the enemy is both unfun and extremely annoying.


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