While I feel for the most part breaking works sensibly, I find it very unenjoyable when break occurs and as the breaking team you manage to kill every member of the opposing team and prevent their revives, where if they were breaking you would have won, but instead they just keep respawning coming at you in waves and you cant stop it, eventually you die under the onslaught, Id think that if the enemy team all dies the break should end for a short while, give you a chance to get your bearings, but it seems at the moment, if you break and one member of your team dies without also killing two or three people you have no chance to comeback. Ive won 4v1 fights during break, to no avail, as that as soon as I kill the forth the first is charging right back in. It belittles my accomplishment of standing against the tide, and makes me wonder if I should simply surrender as soon as Im outnumbered during break. Not to mention the game never explains exactly how breaking works. Im given the impression that caping 2 points causes a rally, but Im a little too focused on the 3v1 that I always find myself in to really question the exact mechanics of something the game simply chose not to tutorialize, (like ladder sliding, cap points effect on renown, debuffs and buffs, all social functions most of which dont function, seriously wtf is this games tutorial.)
Main point, do you think the break system does not really give the receiving end fight back, why, why not? What do you suggest to fix it or player behavior during it. (if you say git gud f u I have kids to feed no time for that bs)
As I understand, to rally from the Break you have to cap enought points to get the enemy score below 1000. So the priority should be taking back the map to make a comeback as killing players doesnt lower the enemy score. With that said I must agree that it is VERY dificult to get back from that situation.
On this one game my team was killing people left and right during the break but their score was so ahead that even if we capped all 3 points and killed them all we wouldnt be able to rally.
In my opinion the break mechanic is kinda unbalanced, favoring the winning team a little too much. If killing enemies took away from the enemy score instead of adding to yours there would be an incentive to fight other players during break, but as it stands the most beneficial strategy if the enemy hits 1000 points is to run away from every fight and try to capture points when they are ocupied with something else... which kinda kills the exitement of being a giant viking that headbutts people to death.
Also: I dont think how balanced this would be, but the heroes should be able to revive if the break happens while you are dead. Its infuriating when your revive cooldown is almost up but your team breaks and you cant help with the last hail mary push to at least reach the gates of Valhalla. In Titanfall 2 for example, they give you a chance to exfiltrate the battlefield if your team loses for some extra xp, and if you are waiting for respawn when the defeat occurs you get one last life to get to the evac ship.
Also gitgud (couldnt resist ^^)
Im talking about situations where fighting isn't really a choice, if someones on your heels they will catch you eventually without crazy sprint speed. Grant it I find most of the games problems can be solved with team work and specialization, but that's more of exploiting the games gear system than a thoughtfully implemented strategy. When you break and it stops one guy from getting his respawn, and another guy died in the same second the break began, and the other guy was trying to help the second guy, but now he's stuck in a crowd on point B in a 2 v1 probly soon to be 3 or 4, what am I if I am the fortunate one to not be in the enemy sights at break to do. Odds are the hordes at B or our own cap point, so If I run for theirs 2 guys break off to kill me if I run in to help, we may win for now but we will lose later. It just seems outside of blind luck and an extremely close game already, break is just a slow inevitable loss for the defending team.