Only true on primal
Even then you had a better chance of winning grief games on primal than with some of the diamonds in q xd
Welcome to competitive games OP. You must be new around here~

If ppl need to think in pvp, it'll no fun...

I'd be happy to just get someone to stop spamming the "Push the crystal" every time they 1v5 guys and die because they're letting the backline get absolutely wrecked by NIN/RDM shenanigans and wondering why they don't have a team to push.
I'm so tired of being told to push crystal by someone sitting at spawn reviving while I'm the only one on the field lol. Like no dude I'm not going to run out there and kamikaze for a few extra futile seconds when we could regroup and push back.
I finally clawed my way out of Plat expecting it to get better but it got worse? It feels like I have more ragequitters/chat spammers now than ever before. Sure there's more damage numbers but people still don't focus attacks, still go after full mp healers, still don't deal with the BLM in the back nuking your party, etc. It's like someone taught a class in the opposite of everything that you should be doing in a team pvp mode.
I watched as people left me as a SGE to solo defend the checkpoint for crystal instead of helping make it charge faster to run around the map like morons and then started spamming chat because when the 4 team members they weren't even looking for came at me I bounced.
I do no good if I'm dead and if I'm going to be left along to 4v1 someone I don't see the merit in sitting there getting ganked.

Honestly, I'm convinced that people are getting their friends to purposely throw matches at this point. The fact that the game allows people to circumvent the solo queue matcher and get into the same group is the problem.
Backing up the idea that this is actually Crystal Conflict, not just KO the enemy. That checkpoint matters! People make the same misconception in the Frontline modes and that's why they lose. Two teams will get stuck fighting each other while the third picks up the big targets.

The goal is not to kill the enemy team. It's to push the crystal. You can kill their team all day long but if one dude manages to push that crystal an inch further you're going to lose anyway.If you're killing the enemy team then they won't be alive to contest the actual push to the goal.
Your goal is killing the enemy team. If the enemy team is dead, they cannot contest the push. You should never, ever have your team just sitting around AFK on the point unless all of the enemies are dead or otherwise unable to be reached.
They're not sitting "AFK" either. You're actually avoiding keeping one other person "afk" to help with the overall push. By breaking the first checkpoint immediately/fast you can more easily/quickly push to the finish vs having not done so or vs leaving someone behind to get ganked while the rest of the dps go be heroes or something.
You can:1. Spend more time and effort fighting people in spawn while the checkpoint slowly loads giving even one chance at them deleting the person on top of it or stopping it from being pushed-or-The latter requires LESS afk time and time wasted, and doesn't require dps raising the risk of getting faceplanted if something goes awry in enemy territory.2. You can immediately cap point and then go back to murder house resting assured that the crystal will move in the right direction so long as you're holding the line.
This is also wrong as LBs have proven. Summoner LB, DRG LB, WHM LB WAR LB, etc etc all punish group ups. 3 LBs back to back can instantly turn the tide. If even one person gets past you enough to lb the person holding the point that's either no checkpoint reached or worse crystal moving the opposite direction now.
Not to mention Guard makes this a moot point as well (as it should). Even if they're taking damage a single opponent stopping the crystal from clearing the check point is a loss.
Running after "stragglers" into enemy spawn is a quick road to getting killed unless the team is literally afking or only 1v4'ing you. If the SMN spawns with LB all they have to do is delete you from range and/or assist one other team mate and now you've lost the gain on the crystal for a death.
The Goal should be to clear the checkpoint IMMEDIATELY and then everyone can go play war in the trenches.
This as well. If you fail to make that initial push past the check point you're basically handing a possible win to the other team.
I've seen people face roll opponents and steam roll to victory but that's only because they didn't give my team a chance to take back that first checkpoint. It's literally everything in the opening minutes of the match.
Last edited by Tobias_Azuryon; 05-11-2022 at 03:36 AM.
Dead players get a stacking penalty to their respawn timer. They spend more time dead, less time fighting and generating LB. You will win more games by causing enemies to be literally incapable of contesting the point - because they are *dead* - than you will by ignoring them and "pushing the crystal."
In the future, please don't be a pedant. It doesn't make you sound smart, it makes you sound like someone picking at nits in lieu of coming up with actual rebuttal.
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