Guilds or Clans
I know I am putting the cart before the horse on this one but, having guilds or clans would definitely boost team play. Max guild membership should be no more than 2x the largest online battle mode. For instance 16vs16 TT would limit guilds to 32 members. Also add a 7 day wait time between leaving and joining a different guild. The possibilities are virtually endless...
@GraveledStoopid wrote:
@AWMaxSterlingCreating guilds would be beneficial for pvm as well.
Swapping teams so that they are uneven is completely different than learning to play with a core group of players. Team swapping is the basis of unbalanced game play in this game. Individual character types can be countered with opposing characters when set up correctly. There is no counter for 8 on 5 and the likes in online gaming.
I know the benefits of clans/guilds. I've led some in other games and been a member in numerous others. My question is what good is it in a game like this with a miniscule sized player base spread across multiple platforms that will disappear at the drop of an update they dislike... or something better comes along? I mean players were already complaining about not having full lobbies just before the holiday rush.My point about comparing it to swapping teams is... both team swapping and clans/guilds are ways to stack teams. You want to keep players from stacking teams in one thread, but want to create clans/guilds... to stack teams... in another thread. All you're doing is pushing the issue off to another group of people and resolving the issue for the few that would use it like yourself, but the underlying issue of stacked teams will still exist. In essence, you're pushing the underlying issue off on someone else.