No they clearly haven't, history keeps repeating because of this.

Speaking to you for a moment before transitioning to general speaking midway......or we could stop going in circles with this discussion and simply start with basic requests like an actual Ranked currency you get from playing Ranked, not this meme that is Trophy Crystals which can be obtained in Casual play.
Details are up in the stars, but generally I recommend promotion of all skill tiers (Bronze to Crystal) by giving a greater bulk based on your skill tier at the end of the season and also additional currency for each match - however, only a fraction of it for losing (20-30% to ensure you still get something, but don't get to be efficient spamming losses).
Casual works because it is casual, an entry mode for anyone. Ranked needs incentive for being the version that isn't the path of least resistence aka Casual. Plain and simple.
Rank was just poorly done overall...since the very 1st season.
I like the idea of rank getting it's own currency. However, that has to have exclusive things separate from the battle pass that can be worked towards at any time since most isn't going to play rank every season, and we already know what most players think of exclusive things in general. So there's that.
As for the system itself...I'll still shake my head. Despite me being low level I've never liked the idea of climbing rank and not being able to get others demoted. My main problem with the current system is that I'm actually taking a harsher punishment for losing one too many games, that being not able to play any more rank games for the remainder of the season. The only difference between now and feast days is that I just happened to choose the wrong data center to climb in.
Still, things feels the same to me, top level being rewarded with more games, and lower levels getting their season time cut short. I thought it was suppose to be the other way around where the lower levels have more game time and the top levels having more wait time? Just saying. This here...I'll pass. Non-demotion should not exist on all levels in my opinion.
Now here's my question. If deranking was still nonexistent on all levels what would you tell those that was late climbing or couldn't climb up and ended up stuck in dead queue? If the answer is wait until next season to play rank you can throw that reasoning out the window and find another. Hearing that for most of the last expansion has left me with some lingering salt I still have yet to completely purge. That may be a legit reasoning, but that is literally the easiest reasoning to ignoring the problem at hand.
If ranked was lucrative enough for people to play, there wouldn't be the issue with current tiering and lack of games.
They should have just gone with Crystal score from first game and then issue the ranks at the end of season based on total score and have wins and losses have more modifiers that affect the amount gained and lost.
As for ranked based rewards, I'm all for it, though it should be preferably something you can also get later on if you can place high enough and grind enough ranked currency over time. But as we have seen lately, they are really skimping on rewards and overall structure for a lot of the game. Criterion died VERY fast because it had nothing worthwhile to go for and very little value in reclears for example.
There are few modes in this game that you can challenge other players and even they have mostly worthless rewards, Mahjong doesn't even have top 100, Triple Triad feels like meme, Verminion is clunky as hell etc.


It's a combination of issues caused by the game system they are using. This is very similar to ranked play in soul calibur IV, which almost always had worse quality players than the non-ranked casual matches since people would go up a ladder and eventually get matched either against people of the same skill, or just get floored over and over again. However, unlike Soul Calibur IV, this is a team based game and they also randomly shuffle people around in order to combat the crappy balancing between certain maps and jobs. From observation and participation of about 100+ games in CC, the base map (Forgot what it was called but it is the Sharlayan themed one) universally favors monk and some combination of ranged due to the fact the space is so open and as long as they can keep knocking people around or snaring, eventually they can cause a death chain. That's just ONE of the maps. The other map that has this issue is the Castle map with the golems, which universally favors melee combat since the enclosed spaces force the ranged dps into close quarters.
In an actual fight where people are running away like they are supposed to, ranged dps can universally annihilate melee just from burst damage alone as long as they have enough space to do it. Melee can universally annihilate anyone in an enclosed space since they can freely attack from anywhere, and can also use evasion moves to quickly get out of trouble.
A ton of people keep saying that there is a skill issue and maybe there is, but this system so heavily limits how much skill plays a part it should be a non-issue entirely. Once someone knows how to burst, it is all just a timing RNG game with ping hoping that your abilities are going off at the right points. Combine with random group shuffling and whether someone is on a winning streak or is on a losing streak, it has nothing to do with their own ability to fight in PvP after they've gotten acclimated.
Also, the number of times anyone who has been in the Wolfsden and has seen someone shout "FREAKING DONE WITH THIS CRAP!" should indicate just how much of a garbage fire this is, since people are just doing it for rewards and not for the game.




If you're dying to a ranged as a melee, you're probably doing something very wrong (either going after them with no resources left on your own, or just being demolished by overexposing yourself to their team). There is no way except very specific cases scenari (LBs) where a melee will lose to a ranged job.
dude.... this post is so accurate it hurts.It's a combination of issues caused by the game system they are using. This is very similar to ranked play in soul calibur IV, which almost always had worse quality players than the non-ranked casual matches since people would go up a ladder and eventually get matched either against people of the same skill, or just get floored over and over again. However, unlike Soul Calibur IV, this is a team based game and they also randomly shuffle people around in order to combat the crappy balancing between certain maps and jobs. From observation and participation of about 100+ games in CC, the base map (Forgot what it was called but it is the Sharlayan themed one) universally favors monk and some combination of ranged due to the fact the space is so open and as long as they can keep knocking people around or snaring, eventually they can cause a death chain. That's just ONE of the maps. The other map that has this issue is the Castle map with the golems, which universally favors melee combat since the enclosed spaces force the ranged dps into close quarters.
In an actual fight where people are running away like they are supposed to, ranged dps can universally annihilate melee just from burst damage alone as long as they have enough space to do it. Melee can universally annihilate anyone in an enclosed space since they can freely attack from anywhere, and can also use evasion moves to quickly get out of trouble.
A ton of people keep saying that there is a skill issue and maybe there is, but this system so heavily limits how much skill plays a part it should be a non-issue entirely. Once someone knows how to burst, it is all just a timing RNG game with ping hoping that your abilities are going off at the right points. Combine with random group shuffling and whether someone is on a winning streak or is on a losing streak, it has nothing to do with their own ability to fight in PvP after they've gotten acclimated.
Also, the number of times anyone who has been in the Wolfsden and has seen someone shout "FREAKING DONE WITH THIS CRAP!" should indicate just how much of a garbage fire this is, since people are just doing it for rewards and not for the game.
Depends on the job, map etc... Its pretty easy as a brd to kite a melee unless I get pounced by the entire team. 1v1 though? You'll likely never kill me and I'll just widdle you down as I kite.If you're dying to a ranged as a melee, you're probably doing something very wrong (either going after them with no resources left on your own, or just being demolished by overexposing yourself to their team). There is no way except very specific cases scenari (LBs) where a melee will lose to a ranged job.

Playing Season 1&2, given up Season 3 and beyond. At first I thought it was a skill issue, getting to crystal. Quickly I realized that it was just RNG. Map location was another. Always hated Volcanic Heart since I main SCH. Palaistra is too open so yeah, it’s melee’s heaven. Cloud Nine…..ehh. Other issue is the lack of communication. Garbage auto chat when dealing with randoms so you’re praying you win. The other reason I was done with rank is the nerf of SCH, claiming that it’s the win rate is the cause. I knew it was BS cause ppl barely play SCH. Had to go by the dev’s word and it gotten weaker. Then pretty much buffed AST to where it’s tools turns into a better SCH so I was officially done with rank matches.



You know what casuals want from CC? To be done with Series quickly.
If you want casuals to be back into ranked, slash Casual CC Series Exp to half, and make that each tier of Ranked gives more exp as you climb.
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