It's very clear what the changes are intended for. The pacing and flow of Crystalline Conflict matches are a lot more slower, despite jobs being just a tad bit more busy. Yoshi P must of watched way too much CC Tournaments, watched the same teams steamroll the other team with ease which leads to lots of 2 minute wins, and said "Yeah, this isn't interesting to watch. Let's give people a better chance to put up a fight."
It's a lot more harder to KO people unless people have the common sense to have some awareness of what is going on all around them, and combo someone who is completely vulnerable and crowd controlled to help their teammates secure a KO. Because it is much harder to KO people unless your team has the proper synergy to do so.
If people are familiar with LP (scrims), the pvp changes are indeed beneficial. However, in solo queue high ranked, matches drag out insanely long because it is incredibly difficult to get a full team wipe.
Now what I'm about to explain is the experience what high ranked matches are like.
Game flow in high ranked matches where everyone is at a similar level is really just about just efficiently using your resources to force the enemy team off the crystal so you can push it forward bit by bit at a snails pace. Sometimes you don't even need the 50%, you just need to progress it a bit further than them, and then win the overtime. That overtime can drag for so long due to being unable to wipe the enemy team if they find a way to rotate their teammates on point.
Healers just have the ability to outheal all the cooldowns that we are throwing on one person. Especially AST. The game mode has been so reliant on healers if you want a good steady and slow push of the crystal, because if everyone is on the same level, but the other team doesn't have a healer, you can expect that team to be easily pushed back, because they are forced to retreat and pot more often.
tl;dr: It's harder to KO people without proper synergy with voice communication, everyone is too tanky, too easy to drag overtime for much longer than it should, other team can secure 0 KOs and still potentially drag overtime to 15 minutes, healers and PLD has too much power to sustain the team to make it harder to push the point, high ranked matches are an absolute slog and killing my motivation to climb with how long they go for.
Fixes that need to be done ASAP would be:
- Buffing a LOT of DPS jobs damage potency so they have an actual purpose and can actually get past enemy healer's heal potency. Let DPS jobs be actual DPS jobs. Let them be the ones to apply more pressure.
- Nerf AST, for the love of god.
- Make some awkward timing of hit detections a lot more responsive.
I know they wanted to make the match flow and pacing in between Old Feast and Old Crystalline Conflict. But right now it's leaning into being a slog like Old Feast PvP. We're not in that perfect middle ground yet.

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