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  1. #28
    Player
    Thekk's Avatar
    Join Date
    Sep 2015
    Posts
    98
    Character
    Thekk Everdream
    World
    Brynhildr
    Main Class
    Scholar Lv 60
    Quote Originally Posted by DeliriumTrigger View Post
    The issue is with 2 GCs pushing you, it's more likely that someone in your GC gets killed than killing someone from the other GCs. With the enemies capping your base, it's very difficult to regroup with the people who have died. There's no immunity buff so enemies can still kill people who are on the spawn platform. Also when one of team overtakes your GC, they run away and it's difficult to catch up with a scattered team.

    I do like the choke points in Fields. I've seen it used many times. My biggest gripe is in the 20 minutes match, the only thing that matters is the final (7?) minutes and that the nodes phase feels like a warm-up. Also the spawn camping. Your team has to be very coordinated to avoid getting killed.
    I agree that it's a problem that matches have 2 phases with completely different dynamics. The crystal phase has a big focus on who can dish out the most damage and the fighting takes a secondary level. The final phase has a big focus on actual PvP.

    You can have a wildly unbalanced team in the first phase with no tanks and minimal healing and do very well because you end up getting a lot of points from crystals. That won't fly in the second phase where you'll really want that vit bonus and a good amount of healing. When it comes to keeping that last outpost long enough you could even switch to half tanks, half healers, sit everyone in the outpost while rotating LBs and keep it under control long enough without anyone dying if you wanted.

    The thing is, you can switch jobs in Shatter to adapt to the situation, but I don't ever see anyone do it.

    You mention that it takes coordination to survive such a situation and it is true. It also takes some amount of coordination from the other teams to not just end up clashing into each other, especially once you have been driven out of your outpost, so that's not a one sided thing. Premades might be a problem at this level however, and devs have mentioned they are looking into it.

    The objective of the change to the 1600 points limit is to minimize the second phase. I don't think it's the right way to tackle the problem however. As people have pointed out, that phase is usually where most of the actual PvP happens and removing it without changing anything else will simply make the focus on PvE even bigger. Currently, the point spread is roughly 45% crystals, 30% outposts and 25% kills. There is simply not enough emphasis on kills if we're going to call this PvP. It feels that simply changing it to +10 points per kill (be it +20/-10 or +15/-5) would go a long way to make games shorter and reduce the chance it goes beyond the crystals if people are actually fighting.

    Also, in the 70+ shatters I've played so far, I have yet to reach the 20 minutes limit. How often does that even happen? I mean if you consider the numbers (let's go with the averages since it's very likely that if if goes that long, scores are very close) :
    • 820 for crystals
    • Let's say 720 points out of 800 from Outposts if each of them went uncontrolled for 2 minutes (only neutral matters here because they generate points whoever controls them)
    • Each team would then need 260 more points, or the equivalent of 52 kills and deaths which is 2,6 per minute over 20 minutes. That doesn't seems like a lot, were the teams just waiting for the whole match?

    Quote Originally Posted by DeliriumTrigger View Post
    By the way, it's entirely possible to win during the ice nodes phase. Here's a screenshot of a win 13 mins into the match.
    If anything, that screenshot proves my point. I'd love to see the score breakdown on that match, but if I had to guess, it would be something like:
    • 800 points from crystals (there are still multiple small up on the map from what we can see)
    • 600 points from outposts (that might be generous as that would imply 2 minutes of controlling enemy outposts without losing your own)
    • That leaves a +400 kill differential, which would imply that the Flames fought as much as they could early on to avoid a late fight.
    (1)
    Last edited by Thekk; 06-30-2016 at 10:33 PM. Reason: Added a bunch of stuff