CC is pretty good, overall, but it needs some work. Most of that work needs to be on the actual systems and UX, and not really on class balance. After the 6.15 BLM nerfs, I don't think there are any classes that are *so* overpowered that you basically get free wins along with your middle school graduation ceremony, though there's certainly more work that can be done. This'll be multiple posts due to the 3000 character limit. The issues I've seen, and proposed solutions, include:
Improve UX for Clarity and Readability
There's several things here. In no particular order, they would be:
- Add a countdown timer to the last 10 seconds of a match, and again to the last 10 seconds of Overtime (see below.) There shouldn't really be a case where players forget that time's about to end because they're so busy actually playing the game, but it's something that happens quite often in games. I've been guilty of it myself. Not only does it address that problem, it also reminds players that they can/should be looking to setup bind/heavy CC chains to keep players off the point. There's a reason UT, Quake, and so many other games have a countdown.
- Switch the scoreboard to a sensible, immediately identifiable layout. Right now, the scoreboard is "backwards" - your progress is on *their* side of the board, and theirs is on yours. It makes immediate reading of your progress vs theirs (important for OT) take longer than it should, even after several hundred games. I'd also appreciate a "simple" layout for the scoreboard that does away with the graphical representation of the crystal's progress in favor of a simple numerical readout with highlighting indicating which team has possession. The scoreboard should be simple and direct and instantly readable.
- Your team is always blue. The enemy team is always red. It doesn't matter if you're Astra or Umbra, and it's not like they adhere to their "team" colors anyhow (Umbra is silver/white and Astra is gold according to the plates.) This further assists in making things easier to read.
- Enemy LBs, ground effects, etc will take on a red tint (adjustable via color blindness settings.) You should never, ever be unable to instantly determine whose DRG's death puddle is whose, which Bahamut is your team's, etc. Making the enemy Garuda donut a little bit spiky isn't as easily sight-readable as just tinting the dang thing red.