i wouldnt say its a entirely a design issue theres def some but not enough to say that any particular class is the sole reason for game/match to lead to a loss, more so it is about player drive/skill, DNC,PLD,SCH,SGE seem to be the classes with lowest player maining (not a word but wutever) because they require the most work/time/effort and entirely from wut i assume, is because of low dmg but high support and it seems to be the case (based on my personal observations)that most people get into a pvp class under the assumption that if i play a class with the most dmg then i'll win more and get the things i want or the experience will be more fun as well as have less responsibility towards the team (i.e. pld using cover to keep people alive) or theres also a certain stigma regarding a playstyle that may run counter to a class's percieved design theres plenty of other reasons but these are just the ones that ive seen and come to mind regarding a class player populationRyan: I agree the job can be strong but Isn't it a design issue if only a few people towards the top can play it well? Sam feels a lot like this to me as well with the whole "SAM sucks without LB" argument. All in all I think a tutorial would be awesome, but some design elements could be better on many jobs.
Fair points though I do feel like there is a gap between skill requirements for several jobs. You won't feel this one much playing mostly paladin but the gap between good and bad on that job is gigantic. I just wish we could move toward making jobs more accessible for as many people as reasonable.
Meanwhile I play ranked for the sole reason that it ensures that I get paired with more challenging skill levels, but the ladder sucks the fun out of it, and I never cared about the rewards, especially not hellhound... I feel like nobody is getting what they want out of both modes sometimes.
While it doesn't make them fully comparable, saying that Ultimates have no luck factor in who you get paired with is pretty laughable, sorry. Especially seeing the amount of toxic statics going around for those.
Don't worry, it doesn't go away at plat+, the skill gaps are wide, and when it's not skill gaps (I have no issue with skill gaps that's only natural, but it's disheartening to have a queue pop and see who's paired against who sometimes), it's win traders, even though they're a minority on my DC, there is at least a famous one.When you get someone unranked at my gold 2 promotional game and they don't know the buttons because they didn't play casual mode and drip-feed 4v5 fights, there is NOTHING I can do. NOTHING. I can't focus on "what mistakes I did", in an absolutely outnumbered steamroll because I got the bad unranked player.
That is a confirmation bias fallacy. Maybe you were lucky in your win streak, especially with the streak system helping. There is no way it automatically proves that you can win that number of games. You said it yourself, the RNG factor is big, as it is always the case with team based multiplayer, especially with such a low pool of players.You need 4 ranks of gold for what? 4 ranks of diamond for what? If you can win the total number of stars in that rank (12 games for gold, diamond, etc.)- why would you de-rank? It is arbitrary. You have already proved you can win that number of games in gold etc. Now you have RNG as the factor by which you rank.
Unless it's about keeping your unobtainium whenever a world event happens like for housing...
Joke aside yeah I agree, at least I can do ultimates whenever I feel like.
It's definitely more of a skill issue combined with job weights in games rather than raw power. The job being underpowered or overpowered can play a part but more importantly some jobs (I'd dare say roles even though SE tried to make this role agnostic, well, sorry to burst your bubble but it's not role agnostic) have a disproportionate weight at high level compared to others. Back in Feast healers were like 80% of the conditions for a team to win or lose, then melee DPS. This has lowered somewhat in this system but it's still there, just a lot less obvious. Some roles thus have a harder carry potential, or on the other hand when badly handled, a harder team crippling potential.
there already is and that's called the series pass, literally if we just get Square to invest more dev resources into that and the crystal shop EVERYBODY will be happy.
as far as ranked exclusives go...
i think you guys can have your Furniture items back and keep getting glow weapons but NO armors, otherwise we're gonna have a repeat of what happened before pvp got a overhaul.
I really think TheCa hit on a good point if it was all in a shop and higher ranks just meant quicker access it could be better. I still think some sort of trophy for top performing players is good though.
Gee, thanks, didn't know people who have a massive hate boner on Ranked get to have a say on what and what not Ranked players are allowed to have for their playtime. Blergh.
Things that came after the overhaul:
- Battle pass
- Trophy Crystal Shop (essentially shop extension)
- 5v5 role-agnostic queue (i.e. no role restrictions)
- role overhaul to be less same-y and individual job performance being vastly different, especially Limit Break
- moving healing and mitigation responsibility largely to the individual being attacked rather than healers / tanks
The reward side of thing was something long expected anyhow, the other three made agonizing queue times go away and actually made Casual PvP even pop in the first place. Role queue was what defined Feast era but also broke it. Neither of this would change back if Ranked would get armour rewards again.
They mention they were trying to avoid reward exclusive in rank in one of the live letter. To be honest would get it if they came up with a new game mode with rank with crystals. Reason why malmstone system is to detour the exclusive reward feast use to do. I can only see this to get people in rank just to get mats to upgrade the weapons. Would be nice if each season they had better frame and portrait for your character but feeling they won't do that or make an effort to do even that.
Honestly I find it sad. When they started with the Archfiend set I thought a good idea would be to have a recolour of it available in Ranked play (like replacing the red glows with light blue) and wouldve been a nice dynamic that everyone gets one cool armour while those fighting for it would get another variant. Wolrd of Warcraft used to do this when friends who came from it told me about it, I thought that was cool as hell.They mention they were trying to avoid reward exclusive in rank in one of the live letter. To be honest would get it if they came up with a new game mode with rank with crystals. Reason why malmstone system is to detour the exclusive reward feast use to do. I can only see this to get people in rank just to get mats to upgrade the weapons. Would be nice if each season they had better frame and portrait for your character but feeling they won't do that or make an effort to do even that.
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