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Thread: Shatter

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  1. #1
    Player
    Enlial's Avatar
    Join Date
    Feb 2014
    Posts
    254
    Character
    Aleister Noir
    World
    Midgardsormr
    Main Class
    Marauder Lv 60
    Quote Originally Posted by aeoncs View Post
    Shatter in and of itself allows PuGs to play it the way it's played more often than not, thus the mode definitely is at fault, or rather SE for designing it that way. How it can be played doesn't matter in the slightest.

    That's only somewhat true. SE designed seal rock and shatter so that playing tactically matters alongside brute force. What ends up happening, though, is players new to pvp want to be able to do well right off the bat and convince themselves that winning/losing is 100% tactics and only focusing on the pve side of objectives is a good path to winning. Its not. Brute force matters. But they win sometimes, because of RNG and the other two teams being stupid, and when they lose just write it up to bad RNG or people not listening. Its not a good strategy and its almost certainly not what was intended, but you're right. It's ultimately the maps themselves at fault for being conductive to that sort of mindset. Borderlands did a good job of deterring that, with the LB bar diminishing out of combat, needed for the big node.

    What we have now is a more subtle system where through battle highs/fevers the stronger team becomes stronger, if left unchecked, and able to steamroll during the late game. Ive given up arguing the point, though xD "yep you're rank 10 and you read the art of war in middle school. what do I know?" lol.

    But yeah, its a new player thing. And its become much more prevalent since garo dropped.
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    Last edited by Enlial; 01-31-2017 at 12:06 PM.