The problem with turf is not that you can comeback, the problem is that it is only the last moments of the game that matter. The fact is you can mess around for 2:30 and still win is a problem, and should give people a clue as to why this mode isn't suited for competitive. You mess around on splatzones and what happens? You get knocked out. You mess around on tower control and what happens? You get knocked out. This is because all of a game of zones or towers matter, unlike turf. You have to be better than the enemy team for a longer period of time in tower control or splatzones to win, you only have to be better than the enemy team for one 5 second fight in turf war to win.
You get the zones to 9 and then get wiped on zones after you've been dominating the whole match and they don't just automatically win because the clock is almost done, they still have to work as hard as you if not more so to win at that point since they have to hold the zone longer than you without any mistakes. You get the tower to 5 at the thirty second marker in tower control then the enemy team wipes you and what happens? They have to get it back to neutral AND up to 4 in order to pull off the win, you have plenty of time after you respawn to stop them, and you will if you are the better team. You're dominating a turf war for 2 minutes and 30 seconds and they wipe you with a fluke zooka into bubbler and what happens? You
lose. It's that simple, by the time you respawn they have covered at least half the map and have their specials back, in addition to the clock being very low and essentially ending the game. It's as if you outplaying them for 83% of the match didn't matter because they outplayed you in the last 17% of it or got a fluke play on you once. No team will ever play perfect there will always be mistakes, even S/S+ players get killed by C rank players. It's almost as if the last 17% of turf is worth
MUCH more than any other part of it, which is a problem because you can literally play like you bought the game yesterday for 83% of a match and then still win. I don't know any sport or video game that lets you do this and win in a competitive mode, so why should splatoon?
After scanning through a number of these comments ( not the whole 9 pages) i have noticed a common misconception that is widely accepted as fact.
The idea that Turf Wars is only decided in the last 30 seconds of game play because the opposing team can make a last second push and unfairly win.
The flaw i see here is that in the last 30 seconds there are still two teams who can both equally make that final push. The assumption here is that the trailing team will always at 30 seconds make an unfair push and win... this is silly. If this is known before hand, then the dominating team needs to step up in those last 30 to secure that win. This seems like the very crux of what competion is. Both teams need to stay on the alert for the entire duration of the game and not allow those "swings" to go in favor of the opposing team. Knowing that those final moments of the battle are crucial strategically both teams need to set up for that latter party of the match to ensure that the end state is in their favor. Sounds pretty darn competitive to me.
That's my two cents. I hope it's logical.
Editing my post to reply to you.
The crux of competition is being better than your opponent a majority of the time, not 17% of the time. It isn't a problem that you can regain control of the map in turf in the last 30 seconds, the problem is that you can be holding the objective for a vastly shorter period of time than the other team and still win. Last time I checked turf was about controlling the map with your ink for longer than your opponent, not winning because you got the objective 1/6 of the time at the end of the clock. If the same thing happened in zones or towers they would have to hold the objective for longer than the other team to win, but in turf you only have to have the objective for a specific period in time to win. This is the fundamental problem with competitive turf wars.