It's funny how people's real characters are showing up only when they lose or when they're not relevant.
You're kinda pathetic mr DIEE, you're saying "trash gameplay" when it's exactly the same CS gameplay (probably even better currently) that Phoenix had, not a single difference. Same earthquakes/moving skills, same "killability" (even worse than now) and everything that CS does have.
Why you never cried on Phoenix? Simple, you were part of the "winning side", with only 26 deaths and 564 kills on the same character (MG). Now you're not relevant anymore and start to trash-talk.
Please, avoid mentioning me in your comments, idk if I should laugh or cry.
Gameplay is the same for everyone, and anyone can find any excuses when losing, accusing others instead of looking at themselves. If somebody managed to win on any meta (good or bad) he just deserve the win. 3-4 CS'es ago when Squadron cried about "moving meta" I made few screens of guilds characters (during CS) from both Rampage and Squadron, and guess what? Squadron did had both more DL's (7 vs 5) and both overall more characters able to move, using cyclone/lightning abilities (20 vs 18). Still, Rampage won, under same circumstances, with even lower "force" on that meta, but ofc, blame the game instead of themselves.
Now, if Squadron won with a new "strategy" congrats to them, any guild can do the same, the gameplay is absolutely the same for everyone.
And ofc that TANKS will barely die at CS, this is why they are TANKS and not KILLERS, they are made to keep the switches/crown with 95% UPTIME (ofc, if both guilds are similar in power). If TANKS would easily die, then I don't wanna imagine how normal chars would play the CS, not even saying lower reset chars that would be practically useless.
Yes, the bad thing about killability was that any char (build) was able to "tank", which wasn't intended, but that's it.
The CS gameplay and what is deciding who win and who lose is based on a sensible combination of 3 aspects:
Good tanks for switch & crown.
Good amount of killers to farm extra points and put pressure on the tanks.
Good amount of disturbers to gain extra time for defenders (DL's, cyclones, ice, ice arrow, sleep, lightning).
And then, the key aspects which are communication and strategy (you can have 10 DL's on switch, if there is no organisation/communication between their cooldowns they will never get the tank out of the SW).
Now you should all play more and write less, learn from mistakes and stop finding excuses when you lose, I'm pretty sure you're all mature enough to take a lose just like you take a win, else you'll just look bad in the eyes of the players.
Peace.