Another one of these threads. I'm sure you're all sick of em by now as I see there's more of them around, but I like giving feedback so here it goes. I have yet to do a Rival Wings.
Frontlines
The problem of a 1v1v1 will always remain the same: those that fight gain nothing while the third walks away with the victory. The fact that there's absolutely no incentive to fight to begin with does not help. Playing Shatter right now and seriously; you just tunnel vision the crystals and hope they spawn near your base and you win the game. In an ideal scenario, there is literally no PvP involved. If you do see the other teams fighting, you cap their base and win automatically (this goes for Seize as well). If the best option in PvP is 'run away and get points', then you failed the design of a battleground, or 'Frontline'. There should be an incentive to fight.
Also, I've seen at least one bot so far and I could not even find an option to report.
Onward to the Feast
Lets start with queue times
When I go 2 hours into a queue in the afternoon or at midnight (as a healer), it's a good indication of how dead it is. I have yet to get a ranked match going (haven't tried much, I have to admit). I understand that it's pre-season, but when you can't find 7 likeminded players within 2 hours for current content in an MMORPG that's not a good sign.
The design itself
Suppose I'll go into class design here. I saw some folks complaining that you have 'too few abilities'. I for one am not against the design of quality over quantity. I personally love games like Bloodline Champions/Battlerite or your local MOBA that don't overwhelm you with buttons to press but instead are about pressing them in the right order at the right time with teamwork involved. The Feast seems to offer that.
The problem
No, the problem lies not in class design. Not as far as I've seen anyway. The problem here lies in the fact that winning for the first 5 minutes is entirely meaningless unless you reach 600. I understand that 6 minutes of an almost guaranteed loss is painful, and the medal design is there to ensure that a comeback is always possible. This may look good in comparison to a point design where after a certain amount of points you can count your team out entirely (Frontlines), or a last-man-standing design where if you die, you're gone until the next round/match (WoW).
But it isn't. And it DEFINITELY isn't when the Adrenaline Rushes are a thing. When a melee can do 80% of a ranged's healthbar in a single near unavoidable button, it doesn't take much before that ranged is dead. So what's stopping you from saving that Adrenaline Rush until 1 minute remaining and then just murdering some of them with sheer imbalance followed by turtling to victory?
Rant over. I'll see what happens when the season actually happens, but right now it's not looking pretty.