They need to greatly increase the downtime between crystals to reduce the amount of pve as much as possible. This does not favor pvp engagements except for people that actually know what's going on, which are a tiny minority. The very existence of pve elements is irremediably biased into pushing casual players into tunneling onto them because objectives and immediately accessible targets is what matters in their mind intuitively.
Obviously, having objectives is also what concentrates the 3 teams into clashing into each other. I'm not sure if there is any solution to this tbh. Scatter has always been the absolute worst of all the maps precisely because of pve based objectives, but at least the first iteration saw more pvp of all the versions, precisely because of downtime. It is also possible that the reduction of kills into tactical points is not helping either.
I'm starting to be of the mind that this map is just here to satisfy a specific subset of the population, and if that's what they like, then fine. I'll not queue anymore during shatter days. But it also feels like the actual subset of players that don't enjoy the map are actual pvp enjoyers that solo queue or group queue. Actual premades are doing fine, as they can conduct the same kitchen sink strats they're already using on every other map to great effect. When you solo queue or queue with your pvp afficionado friends, you're just left incredibly frustrated because any attempt at pvping often results into a miserable flop since your team is not interested into helping, they're just hitting crystals for 99% of the game...
I do wonder if a hybrid system where teams actually have to contest the area until one emerges victorious (on tactical kills? something else?), and secures the perimeter for themselves, where they can then proceed to delete the crystal (which would not require everybody as well, perhaps selecting one of the 3 alliances and booting the 2 others out idk). Honestly throwing blind ideas at this point...


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