It is indeed worse, the constant uptime of shards means that if you fall behind there's basically slim chance of catching up.
Then again I'm pretty sure SE doesn't internally test anything PVP related.

It is indeed worse, the constant uptime of shards means that if you fall behind there's basically slim chance of catching up.
Then again I'm pretty sure SE doesn't internally test anything PVP related.

This was always the biggest problem with Shatter. And it was much worse about that before this change. (Mostly because of the Kill/Death point ratio being +10 / -5) It was much harder to 'shave' points from the lead team because of the map layout and this point distribution. You had to kill twice as many of the lead team as they end up killing on yours to even break even. With both teams funneling to the entrance of lead team's tunnel, very little actual progress would be made to close the gap.
Once a team was around 300-400 points ahead on the previous iteration of Shatter, that team would generally be that far ahead - if not more, by the end of the match.
You have a better chance of catching up now because there are more big ice. All you have to do is actually pvp and deny the winning team access to big ice. Came back from a 400 point deficit the other day.
|
|
![]() |
![]() |
![]() |
|
|
Cookie Policy
This website uses cookies. If you do not wish us to set cookies on your device, please do not use the website. Please read the Square Enix cookies policy for more information. Your use of the website is also subject to the terms in the Square Enix website terms of use and privacy policy and by using the website you are accepting those terms. The Square Enix terms of use, privacy policy and cookies policy can also be found through links at the bottom of the page.
Reply With Quote




