I actually agree with you that the new system does a much better job of putting together groups that look balanced on paper. From the outside, seeing two tanks, appropriate healers and a reasonable DPS spread is obviously a huge improvement over some of the compositions we used to get.guessgap wrote: Fri Aug 21, 2026 3:26 pm thank you for this post. its well written and you put some work into it, so it must mean smth to you.
nonetheless i had to post that my experience doesnt match yours since sc rework: the amount of close engaging matches, that stay exciting until one team reaches the 500points has increased by a lot (and is not nearly as foreseeable as it was).
gone are the days where this was your typical sad sc experience: one team waiting for surrender at 11min mark after losing the first fight.
since you came back after a long break you didnt have to suffer through these sad sc times, but for me and in my friend circle i hear so much positive feedback regarding scs now. before the sc rework it was "a dark place with rare moments of light".
im writing this to ensure that we dont lose or forget the huge improvement this new sc rework has brought in general.
with this point separated i feel your pain when it comes to the level of gameplay quality you see nowadays, but give it some time, bc ror players are still adapting to these recent changes and also bc new players are trying scs now and yes, they sometimes dont know what they do.
if your main point is this lack of quality in teamplay and you miss the premade times and top performance organized fighting, maybe you would be a great person to put the energy into helping players get better. you are a veteran with a lot of knowledge. maybe write a basic guide on small scale or make a video about it, i would surely read/watch it and pass it forward.
more small scale knowledge would make scs even better and probably more exciting and fun, but please dont let us risk losing the improvements we got from this recent sc rework.
My point is that this only gets you so far.
You can have, for example, two tanks, a WL and a WH in the same group and it looks perfectly reasonable from a matchmaking perspective. But what does that composition actually give you if the WH spends the entire scenario doing his own thing, nobody assists the WL, the tanks do not play around Guard properly and everyone effectively plays as separate individuals?
That is where I think our experiences differ. A lot of matches I see now are effectively decided before any meaningful fight even develops, simply because of how the point system is designed and what it incentivises. Part of the team immediately plays around the PvE/objective route, while another part realises there is no coordinated fight happening and that any temporary objective cap achieved that way will ultimately be lost again anyway. At that point, people either give up or go AFK shortly afterwards.
So yes, the scoreboard may stay closer for longer, and the groups themselves may look much healthier from the outside. I absolutely give the rework credit for that. But neither necessarily tells you what is actually happening inside the match.
That is really the core of my criticism: balanced groups and closer scores are not automatically the same thing as better PvP. In fact, I would argue that the current system can allow experienced players and veterans to farm newer or inexperienced players even harder than before.
A system can put together compositions that look perfectly balanced on paper, but if one side has two or three experienced players who actually assist, know how to play around Guard and understand target priority, while the other side consists mostly of inexperienced players doing their own thing, the result can still be completely one-sided.

Just look at the screenshot above. And that is where I see the long-term problem. We have seen this before: if newer or more casual players repeatedly feel like they are simply being farmed, sooner or later they stop queueing. A healthier-looking scoreboard or technically balanced party composition does not prevent that.
Certain experienced duos or trios can already have an enormous impact on a scenario against players who barely coordinate at all. If that becomes the recurring experience for the weaker side, then eventually you end up in the same place as before: the queue slowly dries up again, just for slightly different reasons.



