Over the last two years there has been a near constant back and forth with the same requests and put downs from the developers. I have always been in the camp that objectives should be performed by a objective class. The major kick back from splash damage has been what if there is no one playing that class. Granted that was annoying at times, as most seemed to be playing the FOTM class like any MMO.
What I would of like to of seen from SD was this rather that objective agnostic.
Both support class types can not do objectives, unless it is a carry/escort objective.
All other types have objectives that they can do.
They key difference hear is that there would be three objectives on the map per phase, for each type of objective mercenary . Each with spawn locations (something asked for countless times) for attackers and defenders. Once one the three objectives is cleared the whole team has a new spawn option removing the previous one. You can still spawn on the not completed objective spawn areas, the ones still yet to be completed have a time reduction to finish for attackers.
There would be two phases of three objectives with a final phase that has a doc run or escort. Defenders have three side objectives per main objective that permanently push back that objectives spawn for the opposing team. I think team composition would matter a lot more than it does now if it would of been like this.
(would not be surprised if this has been suggested before, in some form at least)
Another point that SD has been stating, is that standing in a spot and holding a button for a objective is bad. However standing in a area waiting for a bar to fill is infinitely better. I have thoughts on that but this post would be far to long…