Quote Originally Posted by Mawlzy View Post
Couple of points.

1. I've literally never seen an enemy DRG marked, even tho it might very well be a good idea. Unfortunately the usual reaction to a known premade isn't for people to play better, it's to give up. Happened on my one-and-done on Shatter today when you-know-who and her minions appeared.

2. The purpose of the premade isn't for those four people to burst you down, because as you say it wouldn't work on melee/tank. They act as a nucleus for the rest of their team members who are somewhat awake to pile on top. And while I agree that for 12+ members of a team to get wiped out in a single dive likely shows a lack of observational skills, it happens quite regularly.
1. It's because, like I said, people think marking the DRK is a good idea because you can see the DRK coming in. While a good idea in theory, in practice the DRK jumping in means it's already too late to counter.

Meanwhile, if the DRGs actually use their LB, that's a burst commitment already. Disrupting the RPR at that point with a Meteodrive, a Miracle or simply knocking them out of position with Enlightenment/Blota will throw everything off.

2. That's assuming the premade actually calls for the team to kill you. If the team follows the DRK like sheep, they're not going to be focusing on anyone unless told to. And nobody is calling a burst on a solo target. At most, you'd get some people attacking you, but that's not enough to kill any half-decent melee.

But as you said, the DRK premade is the nucleus, so they usually mark the target they jump on, the team will then focus on that marked target. This opens them up for a disruption from a solo player. The result will usually be some people following the premade while some try and kill you and some of the jumpier people run away.

My point being, whatever causes the well-oiled machine to break is going to help your team.