Quote Originally Posted by loreleidiangelo View Post
I have never seen someone win a Shatter without actually...PVPing. (I mean "someone" in terms of a GC as a whole, not an individual player, which of course is quite possible to have happen.) I think a lot of people are overblowing this issue simply because treating the map as a whole beat-'em-up in mid is a surefire way to lose, and people hate having to disengage when they feel like they're "winning" simply because they're not actually winning, the third GC is collecting all the ice and raking in points while you're duking it out with the second GC in mid.

...wait, wasn't Seize exactly like that? LOL. "GUYS, NODES"
Just yesterday I had a match that ended with exactly 6 deaths on all sides. 6 deaths in a 72-player mode. With enough healers and little to no fighting in terms of real group PvP, the deaths that occured were pretty much exclusively people getting picked off. Now, this is an extreme example but it happens a lot, just to a lesser extent.
In Seal Rock you at least have to fight for nodes by overpowering the other teams, instead of dummy-dps'ing a structure; so it doesn't really matter which of the two game modes is better designed regarding objective control, because in one of them you get to PvP a lot while you mostly PvE and disengage in the other.

And I did say that you can potentially win Shatter without anyone PvPing once, which is true regardless of whether that ever happens; if that's not bad design, I don't know what is. Still, 24-man Shatter can be fun, but that's pretty much dead for now.




Quote Originally Posted by Exira View Post
Snip
Oh, wow, an 8-man-premade can farm and completely dominate PuGs. What a shocker.