I did Crystaline for the coffer reward just because the gear reminds me of old WoW. I also did frontlines for Garo mounts. Dont get me wrong I can appreciate their attempt. But if i want to PvP I will just play another game. You can tell how the PvP in this game is still in baby stage. So much balancing needed and mechanics fixed including targeting. The CC Chain and LB is also too strong without a potential counter play. No item can break you out of long, coordinated CC chain and nothing can make you survive a 1 hit KO LB. No potential for a counter play in a competitive match = bad design.
What I noticed in Crystaline Conflict is that its simply the matter of :
1. If your team focuses on one target
2. If your team has any dps with very strong LB
3. If your team managed to get ahead in numbers first. If you win the first battle and all your member are still alive while the opponents has less and they run back, even if theyre regrouping you are still in a big big advantage due to purify and your team members having more LB gauge. If they dont try to regroup its even better as long as your team member dont forget to purify once theyve blown off their big CDs
4. If your team has a healer and the opponent doesnt, its an auto win unless if someone decices to throw it away
It just doesnt feel too good to play. Its new and exciting but it gets tedious. You hop into the match hoping your teammates will target the player with a marker you set. Frontline is even worse, its a disaster. Now I know why they only add soloque for ranked. With fixed party they will steamroll everything in their path because again its the matter of if you hit the same target or not. Even tanks can get bursted down. Which is a little... weird. In other games playing with voice and communicating doesn't give you huge advantage because the design doesn't involve bursting down one target as fast as possible to get a massive lead.