Quote Originally Posted by Exmo View Post
You only really see that happen when there's a premade on the field, seldom otherwise.
Shatter is so different to the other maps, it almost feels like it should be left out of the discussion. I agree that mass slaughter around mid (and elsewhere) typically indicates an effective premade/shotcaller is on an enemy team. Equally, in the absence of an effective premade, the result of the match is frequently decided by the initial spawn pattern. It's a rubbish concept in which a premade can swing the result, largely because of the ineptitude of many of the players.

My two arguments against the presence of premades have been:

1. The presence of four coordinated people on one team should not have the ability to swing a win-rate from 33% to 70%+.
2. Playing with or against a premade creates dull matches, that develop the same characteristics as the awful DDR PvE in the game, and I'm playing PvP precisely to avoid such monothematic combat.

Banning premades is a solution to both problems, but discussions here have convinced me it need not be the best solution.

Unfortunately, alternative solutions (mostly involving crude matchmaking and fundamental changes in job design) are probably too much work for SQEX to implement.

And then we have the promised role actions coming in 7.2.

I'd like to be optimistic, but I'm pretty sure these will make the current situation even worse. Any increase in skill expression while maintaining a burst-heavy meta is likely to increase the efficacy of premades.