Quote Originally Posted by Osmond View Post
1. Already done that and it failed
I'm getting really tired of this parrot-like narrative.

Feast's failure was not due to the Top 100 rewards, because those were a banger.

It was because getting into Feast in the first place was a massive undertaking as Casual queue almost never popped, therefore no fundamental experience could be gathered outside of Unranked-Bronze Feast. The reason why Casual didn't pop is the enforcement of one of each role and designing jobs in pvp in the Holy Trinity fashion. This made healing extremely stressful and hardly anyone felt like they wanted to do that. It also made playing Tank unrewarding outside of top ranks because you neither had the damage potential to carry a game with damage done nor did your playmaking capabilities do anything until your teammates have a sense for team bursts.

Crystalline Conflict's current failure is inversely due to the lack of incentive within Ranked. The rewards are shit, plain and simple whereas the gamemode is extremely accessible with no role restrictions and a non-trinity based design philosophy, meaning every individual player has carry potential and can actually kill or peel in some form.

To sum it up nicely:

The Feast had good rewards, bad acessibility
Crystalline Conflict has bad rewards, good accessibility



So please everyone... stop parroting this senseless rethoric. A mode depends on more than one factor at a time for it to work.

We can complain "after" rewards are improved if there is still a problem, but right now just outright denying them makes no sense, not like you "lose" anything from it if the rewards are uniquely made for it.