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To break down your video (from memory):
Second ramp to escape is probably the least bad idea. It would definitely make it easier to play with roulette players. Currently, without the change to map design the real solution is just to go from the back or wait on top of the cliff for the team to arrive and sandwich them instead. Basically you have to wait or attack in a way that doesn't put you in a possible sandwich or against a wall - which is what a lot of players are not great at.
Removing walls from mid is a bad idea. Mid is basically the same as mid in onsal. How good you do in mid depends on how well you can read the burst and counter it. You can line of sight around the wall and burst the enemy backline, or just hide behind the wall to make their burst not hit you and counter burst immediately. Mid has always been dangerous in shatter, because it is surrounded by cliffs and makes it very not obvious if you are about to get sandwiched. If you are playing against good players just wait and don't go mid until both teams are there, which is again not very intuitive. Reducing walls will just make it harder to hide.
Increasing widths to ramps/bridges - i don't really know if this would change anything apart from make hiding with line of sight more difficult. At the moment the bridges have an interesting interaction with knockback mechanics for golfing players off the edge, increasing that width reduces opportunities for that skill expression, which is a bit sad. Not to mention how widths of corridors interact with widths of aoe attacks might make them less corridory(if that makes sense?)
To me the real problem of shatter is it's just really boring and formulaic.
Once you decode how it's meant to be played- hitting ice is not fun, there is almost no rng to ice spawn. Ice itself is really boring to hit, and unfortunately discourages pvp for roulette players.There are too few patterns to ice spawn which is again - a bit boring, and which is why it's the most balanced mode - if your team is good - you will win.The ONLY good time i have on shatter is when all the teams have good leads (happens in qsyncs), which makes for interesting gameplay and interesting flanks, but without them - it's dull af.

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