Obviously if you got sync killed you would just leave game to start another.
This is suppose to be platinum difficulty, and good players should be able to avoid it. I've gone thru many plat games without being sync killed, so if I can do it than this shouldn't be a problem with the skilled. And if you do have a problem getting sync killed then sounds like gold would be the appropriate difficulty.
Platinum should allow few major mistakes, and this is avoidable. Too aggressive and you risk this happening.
This is not just about difficulty though. Some elements of the game make some abilities (designed by the very same devs, no less) useless, especially with platinum compositions, sync kills being one of those elements. There's a train of thoughts for you:
- sync kills are a threat only in melee
- some kits are designed around being in melee range
- there are a lot of sync killers in platinum, and staying away from such enemies will end up with you doing nothing useful
Sure, "ranged kits" are better then, but there's a question: does it mean CQC builds were designed to suck, and all those powers and toys created for those are just elaborate scrub trap never meant to be used in real games?
Sure, that's kinda the point of team game: each character does it's own job and specializes in solving particular aspect of problem... In theory. In practice, there's just lack of job for some kits on platinum unless you "slap a reegar on it", but then you could as well play a kit that actually empathized strengths of weapons. If you don't, well, let's see:
- melee specialists are largely ineffective because most of enemies sync kill unless you abuse unintended glitches (fighting on stairs); sure, positioning is a skill an many games, and CQCers should not be an exception, but imagine if this glitch was fixed - bad design becomes apparent; all in all, melee specs lack purpose and targets in platinum;
- AoE and/or CC classes are ineffective because they lack targets, and therefore purpose, in platinum;
- power based damage dealers mostly don't hold a candle to dedicated weapon platforms, therefore they lack purpose;
- support classes are looked down because unless they make up for the potential damage output of team slot they take, they aren't really helping in the meta it seems - there's little point in protecting your team / CCing / whatever when anyone can take soft cover and/or even use penetrating ammo/mods (that's another example of what I think shouldn't exist in this game, but w/e) to pound on enemies with impunity, not wasting time (and therefore damage output) they would waste trying to survive if it was a game where dedicated support classes were as useful as heavy weapon totting combatant;
One can go on and on.
Long story short, Platinum needs still to have a job for every kit in this game, something it drops compared to Gold, favoring heavy hitters that are optimally played safe instead.
Ranged DD shouldn't trivialize everything you may encounter; support classes should not only excel at solving problems they themselves create by occupying player slot; "melee" characters should not chill there just because there are no targets for them to engage this wave without playing to character's strengths quickly becoming a mistake (in fact, that should never be the case)... and next wave... and the one after that too. And so on.
Since we aren't discussing complete overhaul of the game, I think I'll just agree that the easiest way to achieve it is just making sure that platinum waves are diverse enough for each kit to find its purpose. "Gold composition with higher numbers" suggestion is fine in that regard IMO.
Let's be honest here though. ME combat is good for what it is and team-based nature of it was a premise for this game to eventually get a multiplayer. But despite that, I think we can begrudgingly agree that in the end it was created more as a bonus feature rather than as a staple of ME3, with all the problems you can expect this would bring. That isn't going to be solved by "making better platinum", it's just platinum making apparent a lot of things that are wrong with ME3MP, like it always happens when you need to push limits - something any dedicated player will always strive for.