At least the old shatter give use three ways in or out and sure you could drop down the cliff but your going to take a hit in your health or my favorite yeeting someone over the high land bridges with scattergun and watch them fall to their death XD


At least the old shatter give use three ways in or out and sure you could drop down the cliff but your going to take a hit in your health or my favorite yeeting someone over the high land bridges with scattergun and watch them fall to their death XD

Out of curiosity, I went to the Japanese pvp forums the other day and from what Google translate could tell me, I was relieved to see that they seem to completely dislike the new Shatter too, some of them even compared it to a FATE, and I couldn't agree more.
It was always the less popular FL mode because of the heavy PVE element to it, but now it's gotten to asburd proportions.
The big ice right of everyone's spawn is pretty much always a no go unless you have a team that can clean up entire crews and knows how to press their buttons, leaving the two other teams to mostly chase small ices around the map and avoid each other as much as possible.
If this mode is to keep going I think the best solution would simply to have 6 ice spawns in a circular arena (2 ice spawns in front of each GC base, and maybe a 7th in the very center of the arena. It would incentivize actual pvp as there wouldn't be far away spawns that completely disrupt the possibility of brawls.
With how the map is built right now I'm not sure how they could achieve a balance between ice breaking and pvp by simply lowering the ice repop timer. Most of the players that play FL now are so casual that they would just hide during the downtime.



I am actually glad to read this since JP players seem to be the only ones they listen to.Out of curiosity, I went to the Japanese pvp forums the other day and from what Google translate could tell me, I was relieved to see that they seem to completely dislike the new Shatter too, some of them even compared it to a FATE, and I couldn't agree more.
It was always the less popular FL mode because of the heavy PVE element to it, but now it's gotten to asburd proportions.
The big ice right of everyone's spawn is pretty much always a no go unless you have a team that can clean up entire crews and knows how to press their buttons, leaving the two other teams to mostly chase small ices around the map and avoid each other as much as possible.
If this mode is to keep going I think the best solution would simply to have 6 ice spawns in a circular arena (2 ice spawns in front of each GC base, and maybe a 7th in the very center of the arena. It would incentivize actual pvp as there wouldn't be far away spawns that completely disrupt the possibility of brawls.
With how the map is built right now I'm not sure how they could achieve a balance between ice breaking and pvp by simply lowering the ice repop timer. Most of the players that play FL now are so casual that they would just hide during the downtime.
ᛞᚨᚢᛃᛁᚦ ᚠᛖᚺᚢ
ᛞᚨᚢᛃᚨᚾ ᚠᚱᚨᚾᛞᛁᛊ : ᛞᚨᚢᛃᛁᚦ ᛊᛖᛚᛒᚨᛉ ᛊᚨᛗᛟ
ᛖᚲᚨ ᚹᚨᛁᛏ ᚨᚾᚨᛁᚾᛟ
ᚦᚨᛏᚨ ᚾᛖ ᚨᛚᛞᚱᚨᛁᚷᛁᚾ ᛞᚨᚢᛃᛁᚦ
ᛞᛟᛗᚨᛉ ᚢᛗᛒᛁ ᛞᚨᚢᛞᚨᚾᛟ ᚺᚹᚨᚱᛃᚨᚾᛟ

I think it's hilarious how FL regulars on Gaia queue up for RW instead during Shatter days.Out of curiosity, I went to the Japanese pvp forums the other day and from what Google translate could tell me, I was relieved to see that they seem to completely dislike the new Shatter too, some of them even compared it to a FATE, and I couldn't agree more.
It was always the less popular FL mode because of the heavy PVE element to it, but now it's gotten to asburd proportions.
The big ice right of everyone's spawn is pretty much always a no go unless you have a team that can clean up entire crews and knows how to press their buttons, leaving the two other teams to mostly chase small ices around the map and avoid each other as much as possible.
If this mode is to keep going I think the best solution would simply to have 6 ice spawns in a circular arena (2 ice spawns in front of each GC base, and maybe a 7th in the very center of the arena. It would incentivize actual pvp as there wouldn't be far away spawns that completely disrupt the possibility of brawls.
With how the map is built right now I'm not sure how they could achieve a balance between ice breaking and pvp by simply lowering the ice repop timer. Most of the players that play FL now are so casual that they would just hide during the downtime.



It certainly does have a rigid gameplay structure.
Big ice near base but requires jumping down? Death trap. Avoid and do small ice.
Big ice near base with ramp? Farm here, ignore small ice.
Big ice at center? Go there. Farming small ice optional depending on how little BH of team.
Big ice at none of the above? Pinch or farm small ice.
Invade enemy territory for small ice only when enemy is preoccupied with big ice or when your team has enough people to make short work of small ice.
I do miss old shatter because of the tall areas. Salted Earth, Scattergun, Enlightenment, Tenebrae. Knocking people off was such a fun past time.
I have gotten bored and started just doing different playstyles with reaper on Shatter. Only farming, only deathballing, mix, only dueling (and being a pest), a couple where I might as well be afk. And I don't notice really any substantial difference. Sure maybe I died less here or maybe I got more kills and/or assists there, or maybe I got my team more points from ice farming. But the end result is watching a coin land either heads (1st), tails (2nd), or on its side (3rd). Matches where I barely contributed to the actual objectives and I got 1st place, matches meanwhile where I do everything I can to help the team win and its a 3rd place.

I wouldn't hold my breath though, The Japanese players also complained a lot about the lack of fixes/updates.


It's only a death trap because most folks are cowards.
You can move to places to get down with 0 HP loss.
If 2x the number of people who are already down there comes down the cliff, PROPERLY, they win.



True. Which makes it 9 times out of 10, a death trap. From my own experiences, its basically boiled down to "Never assume your team will fight here, or going to be with you, for longer than 10 seconds" for frontline skirmishes.
Sorry to hear that; but I couldn't love it more. It's the only Frontlines mode I care about, especially Naadam. Seal Rock is a good map design but it really, really sucks to be certain spawns and its got punishing RNG.
Shatter is more about defending and macro plays vs just running into constant fights. Its peak PvP; second only to Rival Wings. Hoping the rework makes that even better and actually able to queue into it



God it feels like you will get teams of nothing but people who are just ice cube farmers. They won't particiapte in any actual pvp, they will just be rotating from ice to ice. Or when you are meant to farm big ice? Oh there is always at least 2 people who split off from the main group, sometimes a tank, who will spend the next three minutes whacking a small ice. Or if you need to pinch someone, nah, can't be done, need to have half the team farm a small ice.
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