Suggestion: No more GC to dominate Frontline
As anyone having done any Frontlining on Crystal as of late knows... the map is dominated during most matches by Maelstrom.
I know a good chunk of serious, good PvPers who are Mael and who... lo and behold, NEVER go freelancer, thus guaranteeing Mael as their team... and it is apparently so many that it has become VERY rare for a non-Mael to end up in a Mael party as a freelancer (I got it 2 times over several hundred matches the last 2 months).
So yes, good PvPers are Mael more often than not, and if you look at rankings you see almost all Red there on the first page.
Which means by now Frontline has turned into an atrocious slaughterfest more often than not for all of us who for one reason or the other do not wish to switch GC to Mael -- and honestly, that is not how it should work anyway. Once everyone has gone Mael, following that logic -- who is left to fight as an opponent?
Essentially right now an easy way to "manipulate" a high chance of winning is becoming Maelstrom which has attracted a ridiculously disproportional amount of serious PvPers (and premades, which is another can of worms), who then simply dominate the matches -- everyone else is Mael fodder more often than not, regardless of how much some of us non-Mael freelancers try to use (and get our team to use) sound strategies, push good damage etc.
As an example of how bad it is by now? Lately I have done about 100 matches on an Alt who is an Adder but gone freelancing. Wins: 16%. Got Mael as my team once during those matches (yes, one whooping time).
I have done the same on a Maelstrom alt, always entering as a Red rather than as a freelancer. Wins: over 50%.
Another example, tonight I queued with a friend as a 2-man-party. He is Maelstrom usually (not freelancer, surprise surprise), and has an excellent win rate, and closing in on getting the Hand of Mercy title -- he's a real killer in PvP, but a tactical one. We had over a dozen matches... not a single victory. Then for ONCE in the early early morning hours we got into a Mael team (as mentioned, first time for me in a long time) -- lo and behold, victory.
After that experience even this Maelstrom friend admitted the system is broken. He had been aware that Mael had become the dominating force, but not HOW bad it really had become for non-Mael freelancers. And he agreed that this needs to change to make Frontline healthy again. Yes, Mael still needs to work for their victories, and sometimes loses... but things have gotten too unbalanced, and an exercise in frustration for non-Maels/freelancers.
So bottom line of this a bit lengthy preface: No, it is not "Git Gud" anymore, it's "Git Mael."
(At least on Crystal, but from what I read here similar issues exist on other datacenters.)
Long term that kind of situation is not healthy for Frontline, even if right now some Maels out there enjoy the comparatively easy victories and thus might love to see it continue (just as not having to deal with getting more often bad teams or bad team members due to matchmaking RNG).
Thus my suggestion, to make Frontline healthy and fair again, and prevent one GC to become the utterly dominating force, plus at the same time making your actual contribution as a PvPer a bit more relevant, even if your lesser skilled (or motivated) PUG team mates end up costing you the victory:
- You enter Frontline as one of 3 teams which you can't pick beforehand, lets call them Wolves, Ravens and Bears (similar to Feast). You are essentially always a freelancer that way. For the background story of why, lets imagine Frontline is now not anymore the 3 GCs fighting each other (Which honestly never made much sense to begin with, we are an ALLIANCE. You know, allies, fighting together, not each other), and rather now it is a joint training exercise with swapping personnel to enhance cooperation and coordination between the different GCs.
- If you win that victory counts toward your current GC, thus people can still work toward achievements linking PvP and GCs.
- Additional idea to make personal contribution a bit more meaningful and reduce the results of bad luck with matchmaking: Future achievement rewards, and maybe even some older ones are available not just via victories but also a point system, like kills, assists, occupations, heals. This is mainly to ensure that even if you have HORRIBLE matchmaking luck, ending up very often with very low-skilled/-motivated (and thus losing) teams your individual contribution and skill is still worth SOMETHING even if your matchmaking has a horrible streak.