Define: Secondary Objectives in conquest map

Define: Secondary Objectives in conquest map

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Posted by: Hawke.6943

Hawke.6943

Specifically: SPIRIT WATCH

My humble opinion is that this map is really unbalanced. Having conquest map where the secondary objectives are more important that the actual conquest

Orb Secondary objective: Score as many orbs as you can while having capped nodes

No one cares about nodes more than the orb
I think this is not the case. the orb being able to be capped with “block skills” make it actually a Primary objective because NOT only you get 30 points ( which is alot ) you get to neutralize the nodes by just walking into it.

Solution:
•Make the orb casting time 5 seconds ( maybe more ) to be capped.
This way, team fights will actually occure!!! Not just have one freaking guardian and ele ignore everyone, pop block, cap it and leave

•Increase the repawn time! Force more teamfights for the ACTUAL primary objective

Discuss
If you think the solution is wrong, give another solution
if you think the map is FINE, then you are not taking this as serious as you would
if you agree, make the devs see this post

Desolation ( EU )

Define: Secondary Objectives in conquest map

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Posted by: guza.6170

guza.6170

I think controling nodes in spirit watch is still very important, still the map is unbalanced as they all are to some extent.

aka Subl

Define: Secondary Objectives in conquest map

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Posted by: luxen.8376

luxen.8376

Should have orb timers just like Temple of the silent storm has with the buffs. Would increase teamfights no doubt, also it could give more than 30 points depending on the duration for the respawn. I don’t like the fact it’s up when you come out of the spawn with ele’s instantly getting it. If you play no ele you’re clearly in disadvantage of 30 points right at the start

Luxen – Engineer, Elementalist & Warrior

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Posted by: Gallrvaghn.4921

Gallrvaghn.4921

Trebs: awesome

Orbs: awesome

Buffs: awesome

NPCS involved, i.e sharks, forest creatures, guild lords: meh

The guild lords in Legacy has potential. Make them insta-win and harder to bring down with some sort of revamping escorts and guards locations within the base but not to the point of annoying, impossible to do in a way that ignoring them will be pretty much a way better option to ensure a win.

“The boss you just killed respawns ten minutes
later. It doesn’t care that I’m there.”

Define: Secondary Objectives in conquest map

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Posted by: ensoriki.5789

ensoriki.5789

I can’t appreciate Spirit watch so long as I have to walk on a bridge to chase the Guy I could’ve just teleported to if the map wasn’t broken.

That being said if you hold 2 caps, all you have to do is do some minor stalling to beat out the orb. So you don’t have to run it yourself or throw in a couple quick neuts on the third pt generally to crap all over their orb pts. If anything to me, Spirit watch is a bunker map, because having 2 guys able to hold pts, while you send others to either reinforce,neut or stall is quite effective, where in Temple you’ll want people moving around to pts, and Khylo the treb will bust bunker face.
If Foefire was insta-win, You’d start sending people to upkeep the lord leaving pts free for ghost-capping. Wot.

I agree on increase the orb capture time, It’s unreasonable short.

The great forum duppy.

(edited by ensoriki.5789)