You seem to assume I stated that one was better than the other.And instead of cancerous healing we have complaints of LBs or specific skills or jobs that are "op" not to mention the tank disparity that is the opposite of the healer problems in pre 6.1, I understand the healer concern truly but I think a potency reduction across the board would've alleviated that, (a cure 3 that was 400 and instead 300 is still better than no cure), now we've dug ourselves in this pit where we can't touch a job without neutering it
The past was also not clean of "OP" jobs, like NIN during SB especially, and DRG during ShB.
neither assumed or implied as i stated previously pre 6.1 had issues in various post but the differences are if the devs had put in as much time and effort into that generation of FL as they are now then we would have been on a better path to progress to the mythical goal of "pvp balance", i cant speak on SB unfortunately i wasnt there, personally i think EW is great small scale pvp, however SHB had a better iteration for large scale pvp and shatter wasnt an issue as it is now
I disagree that ShB FLs was better. It was the same zerg fiesta, with other OP jobs and toxic combos. People just don't want to remember that.
Also it might depend of the datacenters people play on, I don't see much of those infamous 3 DRG/DRK combos where I play... Most people seem to play what they like.
Every single match feels the same
90% of your teammates are near the respawn camping small ices, never leaving the base, not even pvping at this point.
Most of the time I end up alone trying to pinch or interrupt the TF's between the other two alliances, absolutely horrible map I truly hate it.
Last edited by AnnRam; 06-05-2023 at 09:24 AM.
I've also been keeping track of the post-screen data. I'm up to 50 matches of Shatter since the revamp and in 48/50 of those - the team with the highest 'Data Retrieved from Enemy Forces' (IE: A more pvp focused team), was the winner.An easy fix for this would be to add score to the Floating Damage Numbers and kill feed in the chat. Players know what an ice is worth because the chat log tells them; if players saw a "+10" over enemy players as they died and a "-5" over their own head when they died, it might help convey why PvP matters.
I'm trying to make a habit of snipping scoreboards so I can get a better feel for the scoring breakdown, but I've seen a few teams doing the full PvP approach and it is very effective:
96%
To anyone who is trying to make the claim that new Shatter is 'too PVE' - It isn't. Its incredibly frustrating to have half of your team running around gathering small ice, when they should be focused on fighting enemy teams - yes.
EDIT: What is truly frustrating about this map, and has always been frustrating (even in its previous iteration) - is that you can tell you are on a losing team within minutes of starting the match. Usually by the end of the first big ice exchange. And without one of the other two teams just completely falling apart, you have almost zero chance of recovery and are forced to just kind of go through the motions for another 10 minutes of a losing match. Which, for anyone who actually cares about wins, is incredibly frustrating.
Last edited by Rexxus; 06-05-2023 at 01:09 PM. Reason: Additional Comment
I don't like the Big Ice on the corner, because if you decided to jump through the cliff for Big Ice on the corner, there's chance you get sandwiched by 2 GCs, unlike old Shatter's map where you can escape easily...
It probably feels the same because it loves to group the same people together, like that one guy who says "See you again!" at the end of every match. He knows.Every single match feels the same
90% of your teammates are near the respawn camping small ices, never leaving the base, not even pvping at this point.
Most of the time I end up alone trying to pinch or interrupt the TF's between the other two alliances, absolutely horrible map I truly hate it.
One plus from it is I can get stacks for my reaper from smalls and have have 8 ready for use when I engage. Down side is the small ice take longer to down and the map is the pits.
I like the twist that team with most pve players (miners) lose on this map to pvp killers. But yeah, it's sad when you yourself get into pve team.
May be better communicating potential shard points would help. On the other hand if you're so passionate about it, you can always communicate strategy focusing on pvp to you team yourself (so far there're always fools coordinating mining operations).
May be time will help people to realize you get much better "miner picks" with gauge after killing a few competitors.
I'd probably be more convinced if the net kill points outweighed the the points you get from ice which is what would occasionally happen in the old Shatter because there was downtime/CD between ice spawn so peeps would either fight in mid or you could get a group to harass enemy base, I understand the point you're trying to make but the new mode has more of an emphasis on iceI've also been keeping track of the post-screen data. I'm up to 50 matches of Shatter since the revamp and in 48/50 of those - the team with the highest 'Data Retrieved from Enemy Forces' (IE: A more pvp focused team), was the winner.
96%
To anyone who is trying to make the claim that new Shatter is 'too PVE' - It isn't. Its incredibly frustrating to have half of your team running around gathering small ice, when they should be focused on fighting enemy teams - yes.
EDIT: What is truly frustrating about this map, and has always been frustrating (even in its previous iteration) - is that you can tell you are on a losing team within minutes of starting the match. Usually by the end of the first big ice exchange. And without one of the other two teams just completely falling apart, you have almost zero chance of recovery and are forced to just kind of go through the motions for another 10 minutes of a losing match. Which, for anyone who actually cares about wins, is incredibly frustrating.
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.