I would agree that this game generally does put too many detailed mechanics into its feast modes, in ways that are hard to understand. But Crystal Conflict actually fixed this a lot. The mechanics in CC may be slightly too numerous, but they are easy to understand and grasp. Not like older mechanics like the medal statuses which had no intuitive understanding of how stacks built and what they meant. But in CC it's stand in crystal, crystal go forward. Stand in tornado, get yeeted. Stand in bomb, go boom. Stand on potion, get refreshed. Very simple. CC is a big improvement and step forward for this traditionally weak point in feast design.
I think it's a lot more balanced than people think. It's very obvious in this thread alone that players come here as tourists to get the shinies, then dip. There's no way these players are going to figure out the strengths and weaknesses of each job and how to play them. The jobs they play "suck", and the jobs that hand them their asses when someone who knows what they are doing is "op". Of course there's balance issues that need attention, there always will be in any PvP system in any game (go play chess if that bothers you). But an extremely wide variety of jobs are viable and bring their own unique playstyle. It's currently in a very fun and refreshing state. A huge step forward from when healing was just completely out of control and made for frustrating boring as hell games.
Ummmm, huge no to this. It's an extremely skill oriented mode. There's small elements of RNG with the map hazards (that add interesting gameplay in a positive way) but that's about it. Frontlines is a massive coin flip mode. CC, not in the least.
Yeah, no arguments here. Valid points, and remaining issues that need attention. I think the lack of team queues is simply a necessity because of the general lack of participation. CC is a major step forward I think in solving the participation issue that might allow them more design space for team queues and communication. I think more people are actually playing it, but it does get hard to tell after new content releases and we get an injection of tourists coming for mounts and titles. Time will tell here.
I also think ranked systems heavily benefit from "placement" games. I wouldn't straight say that they need X amount of casual games in order to queue ranked, but ranked needs a better designed trial period.
Cheaters and throwers has been an issue for years. Definitely a major issue that should have gotten attention by now. Though the randomized class distribution pretty much destroyed the old tactic of playing a tank or healer, and side queuing a tank or healer to throw the game in order to boost your main. So while this remains an issue, the easiest way this was accomplished was actually dealt with. It was just a lazy solution imo.
And lastly, yes, their net code is horrid. Feels like it runs at less than 20 ticks. Also something that I can't believe is still a problem for this game in 2022. My biggest issue with CC still.
--
So yeah, there's lots of work to do, but damn if CC didn't bring in a lot of healthy changes. The mode is the most fun its ever been, and I'll take it all as positive signs for some of the other issues that remain issues. I am having a blast with it right now.


Reply With Quote





