About Spirit Watch
what’s wrong with spirit watch map ? i don’t see any problem with it..
but i do know that you need a lot of cc for that map…
Archeage = Farmville with PK
maybe make ALL movement skills to cause orb to be dropped AND, have orb a bit further away from stairs, like 500 distance would seem nice
what’s wrong with spirit watch map ? i don’t see any problem with it..
but i do know that you need a lot of cc for that map…
ah nothign wrong except that some classes can go perma block perma endure pain and zoom across the map while carrying orb and not being affacted by slowed movement nor ccs… totally fair yea
[Teef] guild :>
(edited by Cynz.9437)
what’s wrong with spirit watch map ? i don’t see any problem with it..
but i do know that you need a lot of cc for that map…
Then you do know what’s wrong with that map. Everything after that ‘but’.
what’s wrong with spirit watch map ? i don’t see any problem with it..
but i do know that you need a lot of cc for that map…
you should try going banner build warrior in this map, no really try that it’s so funny as much as stupid.
what bugs me most about this map is; if u pick up orb and die 100 distance away from a point, then the enemy picks it up and not only killed you, but picked it up and scored 30 considering they capped the point. so a reward of 35 points right there just for successfully killing orb carrier instead of running back to orb location to cap it like you should be doing originally.
maybe make ALL movement skills to cause orb to be dropped AND, have orb a bit further away from stairs, like 500 distance would seem nice
If they don’t want to remove the orb I could see a change like this being effective.
Because, yeah, go warrior, go gs &s/sh with bulls rush and a bunker build, and just carry orbz allday erryday. Like 0/0/30/20/20, it is unstoppable at carrying orbs, and cannot be CC’d at all.
This map punishes some classes especially hard, like mesmer, which is already not good at conquest mode, and cannot carry an orb unless it is 100% free to do so.
Like, when ferocity was the buff down there, maybe the competition around the mid wouldnt be so hot, which is good, cuz conquest can get neglected pretty kitten spirit watch, due to excessively long midfights,
but when it was tranquility or stillness, the fights for those buffs would be epic and pivotal, making that huge open space with some good LOS areas just as important as the conquest nodes above
Spirit watch is NOT a good map for solo queue currently. I’d make two changes to it.
1. The orb carrier should have no access to any skills/utilities when carrying the orb. Their only option should be to drop the orb
2. Make the orb a bigger deal… Increase the points, but have it only spawn twice a game. That will lead to a lot more increasing fights.
yes, that could work too. If it only spawned twice, or even three times, that would make it much more tactically important
And, I just think that movement skills, of any type should cause an orb drop, I think utilities, like stun breaks or reflects are ok for the carrier, since they are taking so much heat and there is so very little ways for other teammates to offer support
The reason I say no skills is because it makes the map much more tactical. You are correct that the orb carrier would have minimal support from team mates. Most likely the orb carrier would need to drop the orb. Another person would need to pick it up.
If the orb itself only spawned twice a game, a group of two or 3 would need to decide whether to hold points or go for the orb. Think tranquility, but while moving.
Just adds a new element that would make the map exciting.
well, we both agree that this thing needs some serious fixins