Spawn points remain the greatest pain of this mode. Instant revive cool-down and slower zone capture do make a successful team push feel a lot more possible. But in this mode it felt like teamwork to re-coup a loss was punished.
It became too frequent an expectation to have one or two players push a locked down zone because they spawned on the other side of the map and there just wasn't enough time to wait and gather for a full fireteam push since the enemy capture would be nearly completed. If you compare it to another 3v3 mode like Trials, both game modes are expecting there to be moments where individual players save their team or pull off a solo 3-streak - hero moments amongst the teamwork. However when the mode is saying "this is the only way to bring it back" and it happens so often, these moments don't feel heroic, they feel burdensome.
Attempting to start the fight away from the zone is one strategy that came to mind in my last game on Endless Vale, so that if the team fell there would be more time to gather and push the zone. But the risk kept feeling very high since, again, if the team fell while doing this then that zone would be already capped by the time we got back there and we would just stay on our side of the map until the next zone marker popped up, conceding the point. Watching this strategy play out on the other team while we were the successful captors reinforced that virtually any strategy to recoup a loss was dependent on one or two lucky players popping off and disregarding teamwork entirely.
I do love trying something new and something about this mode is functioning but it's not feeling competitive, it just feels too luck-based.
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