I just got out of my first time playing Shatter since the changes and it feels absolutely awful. They made it lean away from the Macro elements it had before of trying to pick up the smaller nodes when they came up between bigger nodes and made it more Teamfight based by constantly having big nodes with nothing to go for in between while ALSO reducing points from kills. Shatter has never been the Team Deathmatch mode, since we don't have one and quite frankly it'd likely be boring at the scale we have frontlines (Feast was better for that), but now it just feels like they WANT us to have constant team fights over big points and with kills giving less value and the small points all spawning ONCE and never again it feels like unless a team snowballs it'll always run into the timer which never feels like a satisfying way to end a game. Our Frontlines modes are already in a weird spot with Seal Rock being King of the Hill and Onsal Hakair being similar but different (this feels like the mode team fighting and skirmishes are best suited for), Shatter was always left in a weird spot.
I'm no heavy PvP grinder but I enjoy my Frontlines roulettes and PvP rewards and this just doesn't feel remotely fun. I don't literally need to fight another player to enjoy PvP, especially since Team Objectives allow Jobs to be more interesting in their applications rather than everyone grab a Job with giant AOE's and call it a day, but this just doesn't feel fun or interesting and the older Shatter at least felt nice to play with being able to secure the small nodes or contribute to the team fights around big points. I hope they take this feedback and at least revert it or make better changes because these recent ones were definitely not the right ones.
