Quote Originally Posted by FreyaKrescent View Post
mostly people complained about slaughter due to the small map. if it was bigger and wasn't forced to fight ontop 90% of the game it would be golden. Shatter on the other hand... is huge.. and ice is spreaded all through the map ......
This doesn't make sense, though. If you want a mode where "PVP matters", why would you encourage teams to spread out across a wide area? Slaughter's tiny top map was EXACTLY what forced people to PVP, instead of just running away or "waiting in mid for ice", like they do with Shatter. And as AdamZ pointed out, trying to arbitrarily make use of a "larger map" by adding random objectives to it just does exactly what everyone has been complaining about with Shatter...more focus on running away to PVE.

People like to reference Seize as some sort of great tactical map with tons of PVP going on, but the fact is, a lot of the time it was a huge waste to even bother going to some of the tomeliths, simply due to their location or distance. Caves and the two super high-up tomeliths were stupid defensible, and some like beach were so far off in BFE that by the time you reached them they were mostly drained. A mode LIKE Seize, but with a much smaller map and two-team only gameplay would probably be a decent battleground, but by that logic there would be ways to "fix" Shatter, too.

FWIW, people complained about Slaughter because it ultimately boiled down to "which premade brought the better healers and has more of their BLMs on VOIP to time Cometeor drops". It's like when they took away Cleric Stance because 8 JP WHM Holylol trains were borken as heck in Secure - rather than doing something about multiple Cometeors, the developers tried to create maps where the spaces aren't so enclosed as to allow that to be a viable strategy. The takeaway from that, though, is that bigger maps encourage LESS PVP, which isn't really what people want to play a battleground for.