
Obviously numbers pulled out of nowhere (but I have a guess)
Rough numbers but in total you need around 88000 pvp xp to get to lvl 25.
You can do more or less 12 CC matches per hour (5 min), so 8400 pvp xp per hour.
So for 4 hours you’d get between 33 600 pvp xp with only lost matches, 43 200 pvp xp with only wins.
Still far from the total needed even with the odd few 12+ matches per hour and that’s not counting the queue time that isn’t always instant.
So either it’s related to win-trading to have the quickest matches possible (already seen and done in ranked and why it has 0 value), or talking out of his bum.
Can’t say for sure. I’ll be glad to be proven wrong though, so I’ll use that trick to finish the BP quick.
Last edited by True-to-Caesar; 03-19-2023 at 08:19 PM.





From Reddit I found that to rank 25 you need 108000 series xp = 120 CC wins or 154 CC losses. https://www.reddit.com/r/ffxiv/comme...ka_pvp_battle/
5h = 300 minutes.
300 minutes / 120 CC wins = 2.5 minutes per win. (300 minutes / 154 CC losses = 1.9 minutes per loss)
Do I believe that someone does at least 120 matches in a row with an average match length of 2.5 minutes or under? Nope. A lot of matches reach the 5 minute mark and even go overtime.
The reductive sentiment that “it’s fine for me, so it should be fine for everyone and if not too bad” is just a lovely demonstration of toxicity in this game’s community. So let me be clear, just because you don’t have any issues with something doesn’t mean it’s unassailable or that other people can’t have grievances with it. Remember the goal is to make things enjoyable for as many people as possible.
At present, it takes significantly too much time investment to reach Series Rank 25. This isn’t a problem for people who enjoy PvP or are even relatively neutral towards it, but for people who don’t enjoy the PvP this is an extremely tedious and frustrating experience. There are a few different methods to reach Series Rank 25 but the most optimal method is through CC matches, with each lasting, on average, about 5 minutes. Some will end before overtime but not all of them. Then add an additional average of 2 minutes to account for loading, queue times, and pre-game and you get ~7 minutes per match. Now we’ll assume a roughly even 50/50 split of wins to losses to account for XP gain. Since you need 108,000 XP from SR1 to SR25, that’s 68 wins and 68 losses, totalling over 15 hours. Even if you were able to ensure the fastest possible games every single time without fail and win them, you’d still be faced with ~4 minute matches for a total of 120 matches in 8 hours. Anyone who claims reaching SR25 in any less time than that is a liar, and that is an extraordinarily unrealistic time as is.
So the expected range of the Series XP grind is typically in the range of 12-16 hours, varying based on factors that simply aren’t completely within your control, like the skill of teammates, opponents, queue times, etc. The irony is even a match you win can be suboptimal compared to a match you lose if that winning match pushes into overtime and the losing match ends in the first pull. You are actually incentivized more to lose quickly than to win in a heated match.
Now there’s also a repeated claim that people want things for free. This is silly. Nobody is saying the PvP rewards should be mailed to their Delivery Moogle on login the second a new Series launches. But to be expected to commit easily 12-16 hours to strictly PvP within a 4-5 month time frame is an insulting and blatant disrespect of a player’s time from a developer who routinely dares to suggest people take breaks. To follow this up, there’s the argument that people don’t have to do it but this is also a silly one given the limited time they’re made available. There are emotes, mounts, glams, all locked behind Series progression, with no indication they’ll ever be released again in another fashion. If you don’t get it when you can you may never be able to get it again. It’s the most basic form of FOMO and it’s utterly contradictory to Yoshida’s aforementioned statements.
My suggestions are as follows:
- Provide bonus Series XP for personal performance. Everything from time on the point, to kills, to healing provided, to damage dealt. This would provide an incentive for better performance from all participants and make matches that last longer naturally provide better XP.
- Remove staggered Series XP to reach new levels up to SR25. This would mean each Series Rank would be a flat 2000 XP until reaching 25, reducing the XP necessary from 108,000 to 50,000, cutting the grind time in half from 12-16 hours to 6-8 hours and making it much more manageable. If there were a concern regarding Trophy Crystals, they could be reduced to 500 from 1000 on every reward stage to compensate for this change. Additionally, by shortening the grind to SR25 it may leave an incentive to play beyond it for more Trophy Crystals, which I would also suggest the XP for which is reduced to half of its current 10,000 / 20,000 progression.
- Reintroduce former Series rewards and make them purchasable with Trophy Crystals. Old Series rewards could be put up every 2 new Series. So Series 2 rewards would be made available when Series 4 goes live and Series 3 rewards would be made available when Series 5 goes live and so on, with Series 1 rewards being made available right away. This allows items to retain their exclusivity for a time and keeps the incentive to progress through each PvP Series for Trophy Crystals even at your own pace, removing FOMO. The rewards should be staggered in price, with SR5 rewards costing 2000 Trophy Crystals, SR10 costing 4000, SR15 costing 6000, SR20 costing 8000, and SR25 costing 10,000, the same as one of the Hellhound Weapon glams.
These changes do not negatively affect current PvP enthusiasts at all. If anything the increased accessibility and incentivization of personal performance would draw more people into PvP and have them participating at a higher level than the current system. It also doesn’t give anybody anything for free, still requiring participation in PvP content to get the rewards. Unrelated to the Series system, CC should also absolutely have a mode available for premade parties, which, on a related note, could help elevate the spirits of people pushing for SR25 through the fun of playing with friends.
I just wanted to say thanks for such a well-written and thoughtful response!
I especially liked your analysis into how the SR25 time-grind doesn't really line up with Yoshida's "play other games" philosophy (nicely backed-up with numbers & calculations), and how when that grind is mixed together with the "fear of missing out"/FOMO problem it just makes the situation that much worse.
I'm just hoping that someone working on FFXIV's PvP sees your suggestions & changes!
so much words when all you wanted to say was "weee, why me no get reward for logging in weeee"
neither does the housing demolition timer, or events that may or may not return that happen while you might not be subbed. In the end he doesnt care what you do, as long as you are subbed.




Veteran healers don't care if we need to heal, but right now we don't. We want interesting things to do during the downtime other than a 30s dot and a single filler spell that hasn't changed from lvl 4 to lvl 90.
Dead DPS do no DPS. Raised DPS do 25/50% lower DPS. Do the mechanics and don't stand in bad stuff.
Other games expect basic competence, FFXIV is pleasantly surprised by it. Other games have toxic elitism. FFXIV has toxic casualism.[/LIST]
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