Quote Originally Posted by Renault View Post
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Currently there are plenty of times where burst will not be the answer. The flow of the feast is a back and forth between the two teams unless a team is sweeped from the start. There are times where you will need to defend your current medals in order to win instead of attempting to burst down the final player/players to win the match via a sweep. Times like this are where lots of utility and crowd control comes in handy.

Coordinating CC and utility to mitigate damage is just as important as doing the same to deal it. Especially with the way they've designed the heavy medal system, and the quick charging/spawning adrenaline rush.

There are times where you will be forced to play defensively where burst may or may not help. In the situation you described involving shielding, Yes if that was at the start of the match you could not engage them, however there's nothing preventing them from engaging you, nor does that particular shielding utility need to happen only once and only at the start. If they were up in medals even by a small amount like 50, and they produced enough utility to halt your burst in the last minute, you basically only have the option to LB at that point, and depending on the rest of the teams defensive utility/healing utility/CC/LB they have left it could still be a loss.

It's not that burst isn't important. Amazing burst can outright destroy an unprepared team. It's that burst isn't the only way to win, and there are times where utility will win the match.



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@ zuzu and others interested in the list: Maybe.. a separate list by role under the current one? Any feedback or ideas are definitely welcome.