So you want 1v1 PvP only? All the TEAM based PvP will relay on your teammates...You keep arguing like the individual player and what they think and/or want to do matters when they have 23 teammates. That's all nice and well on paper but it just doesn't work that way in a real game, at least not most of the time.
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.
And truth, your random PuGs actually are more likely to chase kills then ice (and in the process kill themselves). There are titles tied to kills, there are no titles tied to ice damage.
Yeah, because I totally said that; is reading between the lines that difficult? And idk what PuGs you're seeing but that totally hasn't been my experience.
There's a difference between having to somewhat rely on your teammates and being entirely at the mercy of their will to cooperate, follow and/or listen. The more participants you have, the more reliant you are on them, especially in game modes where most players stick together as a single group instead of being spread out - when you solo queue into such an environment the fun you will have is entirely dependent on whether the way you want to play is more or less in line with the way 23 other people want to play, not to mention having to coordinate when no one else steps up.
Random battlegrounds should be about casual fun that anyone can get into with every game being somewhat different from the last. That's simply not the case in Frontlines, aside from the RNG, with Shatter being an extreme example. Frontlines (or rather Frontline because nothing but Shatter actually pops on some data centers) being as "popular" as they are, without the Garo event to back them up, should tell you everything you need to know about how fun they are to many players.
So, TLDR: No, I don't want 1v1 PvP only. I want Frontlines that are decently designed, with non-RNG objectives that don't revolve around almost every single player running to the same spot and for SE to finally cut that 3 teams crap.
Last edited by aeoncs; 02-02-2017 at 07:17 AM.
Find text difficult to read between the lines, as I have no idea to the nature of the person writing the statement. So sorry for missing your point.
Is Shatter a great mode, no, but it is better then the other ones we have gotten to date. Unlike Seal Rock, PuGs can beat pre-mades which leads it to be causal fun. That is cause it is easy to coordinate, calling out go here and hit the thing is easy. The PuGs I see, that result in losses, are the ones that fragment for no reason (generally to chase kills or to try and fail to take a base), or charge into the other team without assessing what support they currently have.
I also find Shatter balances out healer ability from PuGs as well. It is harder to actually PvP when healer skill is in real question, or you do not have any healers on your team. But you can move as a group, protect yourself and get in position for some ice, and still win.
And good news, SE has said that we are just getting two teams in 4.0, so there is hope yet.
Ba, just forget me, can't find a source for it. Think it was in a Q+A from fan fest, along the lines of in the new models they are looking at, they would consider just 2 teams. But can't find anything backing that up, so just like it ever happened.
|
|
![]() |
![]() |
![]() |
|
|
Cookie Policy
This website uses cookies. If you do not wish us to set cookies on your device, please do not use the website. Please read the Square Enix cookies policy for more information. Your use of the website is also subject to the terms in the Square Enix website terms of use and privacy policy and by using the website you are accepting those terms. The Square Enix terms of use, privacy policy and cookies policy can also be found through links at the bottom of the page.


Reply With Quote

