I think it’s more team imbalance than class imbalance. I do agree that class composition is incredibly important, and a huge deciding factor, though!
If there were more teams, I would love to eventually have different “ranks” of teams, where different ranks would not play each other. For example, Night Watch has no business playing against Baby Ballers, as Baby Ballers is not a team of the same caliber as many of the others; primarily, it’s players having fun, free agents, and alts. (This is just an example, no disrespect intended towards either team mentioned )
I think it’s probably for the best for teams to do their best to “respect the Rez pad”. For example, when winning an engagement in HV, hold the center of the map. This allows players to regroup and make another push without their shield falling off and getting farmed in a disorganized mess- however, there’s no issue with chasing targets that run back to the pad.
I think it’s important to remember that not every team is of an equal skill/power level, so there will be times where I implore team captains to put themselves in the other team’s shoes, and call out their team to get off the Rez pad. Letting a losing team regroup and push out when they’re ready keeps the match fun for both sides.
Remember everyone- have fun with this. Have some respect for the people that built teams with what they could, as discouraging free agents and newer team will ultimately hurt our community more than the boost to your KDR will help you.
Some unrelated misc thoughts:
I think another important thing to note is that in even games, I’m not sure is player kill count is the best metric by which to judge player performance- for example, if a necro on team A throws a bunch of dots then dies, and then the team A wipes, those dots are still ticking. When the team A revives, each player on team B still has had damage accumulating from the necro. Thus, when team B eventually dies, the necro gets kill credit.
Often the same sort of thing can happen with brute conqs who go unfocused, as they accumulate damage on a target until the conq is assisted by a teammate and the target is killed.
I’m saving many of the screenshots; at the end of the tournament, I think it’ll be cool to look at what classes did the best, what compositions succeeded, and what synergies led to the highest win rates. The initial plan is (eventually) to train a neural network to predict outcomes given two team compositions. This would allow for some cool in-game betting and rudimentary MMR system to be implemented.
Again, thanks everyone for the patience. The first season is always the hardest to balance and organize, but we can for sure make changes for season two.