Conquest Objectives - Analysis
Objectives that need work:
- New Skyhammer – The effect seems to be no longer worth the time spent off point for the winning or the losing team. It needs a slightly altered design to encourage the idea of a stronger comeback mechanic. Honestly I don’t even notice the Skyhammer anymore while playing this map. It needs a stronger come back design that would be hard to exploit as a snowball effect.
- Orbs in Spirit Watch – This is the strongest snowball design out of any conquest map. A team who is already losing team fights and combats in general will not be able to run that orb and even if they somehow do, the time spent off point isn’t worth the nodes lost. This objective encourages a winning team to run orbs simply to end the match more quickly. Orbs are almost inaccessible to the losing team actually.
- Bell in Capricorn – It’s like it’s a great mechanic… but then due to the positioning of nodes on the map, it just ends up being a snowball mechanic. I would suggest adding some obstruction to this extra node or even moving it further away from the mid point. This would make it so a winning team would need to invest much more time and effort to leave other points to take the bell. It would then become a gamble to leave normal nodes and vie for the bell but would again, offer a solid option for a losing team to send 1 person to cap. Don’t know, either way this objective needs more comeback design and less snowball opportunity. Right now the extra node isn’t a gamble for either side, it’s just a node worth points like any other node, with just as easy of access as any other node so of course a winning team will snowball this objective.
- Artifacts in Eternal – Way too far out of the way and not potent enough to worry about for non-teleporting classes but too easy to get for highly mobile classes. They offer too much snowball potential and not enough come back potential. These buffs are an excellent way to ensure a dominant victory for the already winning team because when they send the losing team on a wipe, they can easily with little gamble taken, send 2 players to get each buff and return to the team fight before the other team is even off re-spawn. These buffs are almost never advantageous for a losing team to pursue in place of normal speedy rotations, keeping points decapped/neutralized/held their color. These buffs need some work. The buffs should be more accessible to less mobile classes and less accessible to the winning team who is holding mid. Right now these artifacts more often than not, fuel snowball matches. Maybe the artifacts could spawn somewhere much closer to the mid point?
It’s interesting to see after taking the time to write this, that the most popular maps all share one thing in common and it is that their objectives are advantageous and rewarding for a losing team to pursue but quite a gamble for a winning team to leave their nodes to pursue.
Thoughts? Comments? Criticism?
I don’t think TotSS secondaries are well-designed; if one team commits to Tranquility and mid, the other team can simply send one person to each side node and quickly recap, as it takes very long to get from the temple to the side points. It’s only useful against disorganized teams, or in other words, it’s most effective against the losing team. Therefore it increases snowball potential rather than negating it. Stillness’ buff needs to last longer to be significantly impactful either way.
Otherwise I think it’s all true. The main issue with these secondaries is that they frequently require fighting, which again gives the advantage to the more skilled team. Were the objectives purely won through speed, or were a logic puzzle made as a secondary, it would give teams with low fighting potential a different way of bridging the gap.
I’m surprised you haven’t gotten any more comments on this. I would say something about the Coliseum artifacts but I think those have been covered pretty well in other threads already.
Super weird that this is getting no feedback.
Interesting perspective on the secondary mechanics. Analysis is put together well, however, @Huskyboy raised some valid arguments against Temple mechanics. You didn`t consider the full extent of their snowball potential.
In a capture-node game mode with x nodes, the periodic appearance of an effective extra capture node (making it x+1 zones to be accounted for) is a design that will always be though to get right.
Surprised as well this topic didn`t get more traffic. Certainly deserved it compared to that big necro qq and rant thread.