I been on both ends, winning and losing by luck. First claim has an advantage. Also the cave GC has an advantage. How did this map even pass to be released?No its not lol
Getting 3 A/S isnt luck at all its the complete opposite only way to counter is either leave all tomes (going around or on a highground with only 1way) or attack 1 team and wipe them out before they even double team your team. defensive playstyle is just bad
Didn't SE say that they acknowledged the feedbacks about how Shatter feels more like PvE than PvP and they would look into it?
The core idea is "People competing against each other to score from a damage-based objective". People play it to a safe extreme and only try to attack the ice and retreat to safety besides.
If anything, Shatter itself isn't wrong. The ways people try to play it is.
That's false though, players are encouraged to play it that way because it's the considerably safer option unless you're part of a premade. There's a reason why such a game mode doesn't exist in any of the more successful PvP MMORPGs. If an objective in PvP revolves around doing damage, it should be damage dealt to players, e.g. Capture The Flag or player-oriented objective control (pick up and defend/survive).
Having fun with Shatter is perfectly fine but pretending that it isn't a badly designed PvP mode is just silly.
Last edited by aeoncs; 01-30-2017 at 11:24 PM.
Giving ideas to whats needed is never a bad thing though
Shatter is garbage. I've been on both ends of the barrel too. Have literally jumped up and down in front of a healer for 10 seconds while I die to dots on WAR. Said healer never targetted me.. or anyone lol. But I've also killed plenty of players who were attack ice right in front of their healers who never bothered to cast. It practically requires no skill at all and rewards the players who abuse a system of free rides: "gimme light, gimme mount, brb gotta watch dis YouTube video of somebody actually pvping!"
If they really wanted to spice things up they could keep an alliance, add mechanics and turn the crystal into a shape-shifting ball and have it do stuff too.. Take away "friendly fire" and call it a day. (Extreme sarcasm, WoD reference for those who would take this way to seriously)
i agreee.. Like how secure Node used an Aoe on everyone and healers actually had to heal etc
I'm a little torn here. On the one hand, I don't think it's wrong to have a PVP mode where the main objective is a non-player target, as the mode is player VERSUS player, not player KILLING player, so as long as it's still a competition it's a PVP mode, and can function as a change of pace over doing nothing but constant team deathmatch forever.
On the other hand? As a healer I kinda wish I had more to do when ice spawned other than spam repose on physical DPS.
That's false though, players are encouraged to play it that way because it's the considerably safer option unless you're part of a premade. There's a reason why such a game mode doesn't exist in any of the more successful PvP MMORPGs. If an objective in PvP revolves around doing damage, it should be damage dealt to players, e.g. Capture The Flag or player-oriented objective control (pick up and defend/survive).
Having fun with Shatter is perfectly fine but pretending that it isn't a badly designed PvP mode is just silly.Players not looking out for a teammate or tunneling on the objective doesn't make the mode itself terrible, just like trying to focus ONLY on the objective isn't a solid way to win. As I keep saying, there's a bit of a check and balance to all things there, which invalidates following only one strategy or trying to play it safe. The very idea of playing it safe in a PvP mode is a bit unrealistic. Someone has to attack, objectives or players. If no one does that in the name of playing it safe, that's when I say you're doing it wrong.Shatter is garbage. I've been on both ends of the barrel too. Have literally jumped up and down in front of a healer for 10 seconds while I die to dots on WAR. Said healer never targetted me.. or anyone lol. But I've also killed plenty of players who were attack ice right in front of their healers who never bothered to cast. It practically requires no skill at all and rewards the players who abuse a system of free rides: "gimme light, gimme mount, brb gotta watch dis YouTube video of somebody actually pvping!"
If they really wanted to spice things up they could keep an alliance, add mechanics and turn the crystal into a shape-shifting ball and have it do stuff too.. Take away "friendly fire" and call it a day. (Extreme sarcasm, WoD reference for those who would take this way to seriously)
Baiting tactics while splitting up and going after objectives (bases, ices) can work against a super aggressive team that ONLY wants to focus on attacking players.
Attacking players that ONLY want to go after objectives and retreat otherwise works too
The third team letting the 2 others fight and capitalizing on objectives OR targeting either of the others in the skirmish can work too.
Playing it safe when you have a strong lead (assuming the other teams don't seem to notice this) works too.
I can't say it enough: if you stick to one strategy to win - and your opponent adapts and changes, then you risk losing. Most players fall into this trap, and it's honestly easy to do so. That's not Shatter's fault, it's yours for failing to adapt to the changing flow of battle.
Last edited by ThirdChild_ZKI; 01-31-2017 at 09:27 AM.
You keep arguing like the individual player and what they think and/or want to do matters when they have 23 teammates. That's all nice and well on paper but it just doesn't work that way in a real game, at least not most of the time.
Shatter in and of itself allows PuGs to play it the way it's played more often than not, thus the mode definitely is at fault, or rather SE for designing it that way. How it can be played doesn't matter in the slightest.
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