As a workaround, you could add some subdivisions (tesselate, turbosmooth, etc) to distribution plane and then add displace modifier. Plug your displacement map into it and then disable both subdivision and displace modifiers for rendering. That way you'll have scatter that follows displacement correctly and on render it will use superior Corona displacement instead of max's one. There's one downside to that method though - it probably won't work with interactive rendering, as it is using viewport modifiers rather than rendering ones.