The great forum duppy.
(edited by ensoriki.5789)
When I first heard of conquest pre-launch I thought it would be terrible. I do believe that I was wrong, conquest itself is not terrible, it’s pretty cool.
However my original issues from beta still seems to exist. Getting 1 point every second per node, does not feel like it has weight to it in terms of impact. This is different on say Temple or, Foefire, I’m not a big fan of foefire but I think the lord does create more of that impact when either you or the opponent goes for it, it’s not insignificant and a big 150 pts on the board is noticeable. Temple has those points where you feel like “We really want to get these because they are really powerful” and you can feel the impact of taking them.
While Khylo’s trebuchet is certainly powerful and interesting, I don’t think it creates that dynamic. I think Capricorn’s shark stuff is an interesting idea, but fairly easy to ignore in one aspect and annoying only due to the underwater imbalance in another. The cannon sucking and being unrewarding (points wise) doesn’t help, and I do believe it’s buggy though it’s been awhile since I’ve last used it. Foefire is like Khylo though you can feel the weight of the npc’s they just aren’t that important to go for, but there’s times in play where the score is essentially “kill a npc” and win, and seeing/attempting to kill or steal becomes pretty fun however outside of that they’re pretty dull because they’re otherwise pretty easy to ignore and somewhat out of the way. Outside of underwater combat being in a terrible state right now, Capricorn is cool in that it does have it’s own kind of trebuchet, but then it went and gave the mid-point more weight so that you really do want to hold it. So you kind of get the combination of baby-say technical advantage in the Cannon and the “move on with your life or defend” in Ruins.
Seeing as I suppose devs read this forums. Going forward just on how I felt you’ve done maps so far. The secondary mechanics like Temple and Foefire for any of their faults still feel more interesting to play with/around to me even if the map themselves aren’t that visually appealing (foefire). I’d like to see going forward (if only to give my feedback) more weighty secondary mechanics such as the above two. Playing with the idea of 2 or just 1 capture point + whatever secondary would be nice as well to put less emphasis on slow tick (while still being relevant). I tried watching a Khylo match on twitch the other day to look for some play on my profession, and couldn’t do it, that map is rather boring, or maybe I’m just bored with it.
(edited by ensoriki.5789)
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