How to fix Skyhammer

How to fix Skyhammer

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Posted by: Dojo.1867

Dojo.1867

1. Reduced respawn when dying to fall damage:

Knocking people off edges is the main aspect of this map so there needs to be a system to control this to not get out of hand. With many instant fears and even some of them being RNG based (Rune of the Nightmare) there has to be a mechanic to lessen the impact of fall deaths.

Suggestion: When you die to falling damage your respawn time gets reduced by X % where X is the remaining HP you had before taking falling damage.

So if you are feared off and die with 70% hp your respawn time will be reduced by 70%. You still have the time during the fall, give points to the enemy and have to run back from spawn. This is enough punishment for getting knocked off.

2. Finetune the cannon:

There are many ways to do this: cannon damage, cannon AoE (I prefer reducing it slowly till it is fine), rate of fire, turning rate, make it dodgeable (I think this one would make it too weak and too similiar to trebuchets).

Suggestion: Pick one of the above ways to balance the cannon.

How to fix Skyhammer

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Posted by: butch.8136

butch.8136

This would be pretty good actually. I’d just go for a standard reduced respawn.
The cannon just needs to be dodgeable, for the rest it’s pretty good imo.

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How to fix Skyhammer

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Posted by: Dojo.1867

Dojo.1867

Reducing the respawn in general would change nothing baout the situation. It would still punish killing players in the conventional way because they respawn as fast as knocking people off which takes 0.5 seconds to do. They need to make a difference between both types of deaths because they are differently hard to cause.

A dodgable cannon with the current 7 seconds rate of fire would render it pretty useless in my opinion. Make your team fight 4on5 just to force an enemy dodge every 7 seconds (the cannon effect is telegraphed very well and would be easy to dodge)? Meh…

If they make it dodgable they should as well reduce the damage but increase the rate of fire.