Completely agreed.
The new stopwatch rules are one of my favourite features of Dirty Bomb, I can’t believe we are talking about reverting those…
Draws are NOT good for competition. Seeing two teams slug it out for half an hour just to get no result is really no fun for anybody involved. Draws are ok when they are super rare and happen on a knife’s edge, draws are NOT ok if they are a very likely outcome.
Aside from being boring as ****, draws also create potential problems for tournament organisers. What if a decider map ends in a draw? Play a whole new round? Whenever you have the concept of draws, you also need tiebreakers. Using the number of completed objectives, and then the time set on the first objective(s) as a tiebreaker makes perfect sense, and I have no idea why people take issue with this. This is far far more important than dragging out a game that was essentially already decided.
If anything, make this optional, something like “allow draws”. When this is set to false, the only way to create a draw should be a double-fullhold on the first objective. And even for that unlikely outcome we should ideally have a tiebreaker, although maps really should be designed in a way that the first objective is almost impossible to hold unless there is a huge gap in skill.
To those who are saying that fullholds are a map problem: A good design should work on any map, no matter how flawed. It doesn’t have to be great, but at least it should work. The original SW only really works on super fast maps, which is not ideal either and has always been a limiting factor for ET for example. We are not going to see all maps re-worked to short 5 minute maps just to solve this particular problem. So this is something we have to deal with, and the current rules do that sufficiently.