I think class balance is in a pretty good place overall right now, so I'm not worrying about it. But I think Crystalline Conflict, as a mode itself, has some pretty rough edges that need to be sanded down. Given that Yoshida has said he's a fan of MMOPvP games in the past, I'm kind of surprised that some of these edges exist at all. In no particular order:
- Targeting in CC does not obey the tab-targeting method you select in character options. This needs to be remedied. Maybe add an option to character options that lets you bypass the usual restrictions or limitations to tab-targeting in CC or something?
- Add a sound effect to the last 10 seconds of a match. I've seen a surprising number of games won and lost because no one was on the point when the timer ran out. It's such a simple thing, but there's a reason games going all the way back to UT and beyond had the final ten sounds audibly counted down.
- Limit Overtime to 3 minutes. This is enough time to push the crystal back across the field and into the enemy base, and allow for a good fight, but will prevent those odd games that go on for 10+ minutes. An alternative might be to double or triple the death penalty to respawn timers during overtime - instead of having a 13 second respawn for 3 deaths, it's now 16 or 19 seconds. Achieves the same results by a different route; reducing the amount of time the game can spend in overtime.
- Rework the tracker/scoreboard. Right now, it's essentially backwards. It shows your team's progress on the enemy team's side. Your team's progress should be listed on your team's side of the map; I don't think there's even a need for a graphical representation of the path, either. Just an emblem of the crystal with how many players from each side are in the zone, and maybe a colored outline for the team that currently has ownership of it.
- Increase the number of risers per tier to 5 for all tiers, including unranked, and require 5 rising stars per rank. Remove streak bonuses entirely. Helps mitigate the lucky streak aspect of the current ranked system and makes moving through tiers slightly more challenging, which is how it ought to be.
- Add Casual (Team) queue options. "Team" is defined as "at least 2 players queuing together as a party," not the rigidly defined PvP Teams from Feast. Honestly, I'd prefer they scrap Ranked (Solo) entirely and make it only for organized PvP Teams, but I understand that they probably need to gather data on CC's long-term popularity before taking that kind of step.