Quote Originally Posted by Exmo View Post
I've played with and against premades on maps other than Shatter where the premade is sufficiently coordinated to steamroll opponents. Although they can be combatted easier than on Shatter, it requires some coordination and cooperation from the whole team. For example, on seal rock, I've seen a premade push an enemy team for 20 seconds, pull back for 20 seconds, then sweep in again like a tide, decimating the enemy. The reason it mainly happens on Shatter and not the other maps is because of various factors that make steamrolling much easier on Shatter (like you've said). On seal rock or the nadaam, they have to put in more effort to keep the death ball rolling, it's harder and it threatens their win rate. Most of these toxic premades don't actually like to have to put in effort so they don't bother, if they can just wait a day or two for Shatter to be on the menu.
It actually looks more like you're complaining about Shatter as a map then trying hard to pin the entirety of the problems all on the premades.

You said yourself that it's possible to push premades back in all the other maps but it's harder in Shatter. Does that not indicate clearly that your problem is with Shatter rather than premades? Shatter is a map that favours deathballs after all, so if the map gets changed to have less chokepoints (like reintroducing the second ramp on the big ice), a lot of the problems would be solved.