Objective Skyhammer Feedback Goes Here
I feel skyhammer just as everyone else seems to believe, is just too much cheesy kills, any class that cant knockback or fear is essentially useless on this map, as a thief who already feels undesireable on teams this map does no favors, and before anyone says I don’t know how to play since thief does have ONE pull, fear IF stolen and numerous disables that’s just not really how I want to play, granted occasional areas like this would be very interesting, just not the whole map.
Another thing I’m not sure anyone has noticed yet since the falling to death and the cannon are so powerful is that ranged classes/weapons on this map is going to take the cake, there are spots that could make a glass cannon ranged DPS a excellent point holder, not that I’m complaining about that just want to point it out.
Also teleports very often break on the terrain.
And maybe above all, I really don’t like the loading screen lolcakes, did you fire your excellent artists that did the rest of the game? Looks more like wow’s Art. seriously. No disrespect intended, every other piece of art in the game is beautiful and this one is a different style completely.
3. I have said it and I will say it again.
BRING SKYHAMMER BACK TO TPVP.
YOU MUST BRING IT BACK or I swear this will be biggest waste of your creative talents ever, ANet!!
Skyhammer was a mistake. It should feel like a mistake. It’s the only way they’ll learn.
Leave siege out of PvP, WvW already has way too much of it.
Thats all.
Finally a map warriors are awesome at and they nerf it because a few pve’ers don’t like there being a mechanic that makes them look like a bad player for standing still
Finally a map warriors are awesome at and they nerf it because a few pve’ers don’t like there being a mechanic that makes them look like a bad player for standing still
QFT!
This map is by far one of the most fun and dynamic maps in this game. With the exception of small insignificant secondary mechanics on other maps they just as well be two dimensional.
Bring Skyhammer back to tPvP. Stop listening to the elite and the wanna-be elite who want the meta to remain exactly the same at all times.
Maybe it was mentioned before, but, instead of removing the breakable tiles (which I kinda like) why not add a second level underneath that catches you and forces you to run back up to the main level through stairs or whatnot. The focus would be to make it a time sink for the player(s) capturing the node or preventing their own death. Perhaps a second function would be that that lower area would be a refuge from the currently (OP?) skyhammer. Just some thoughts as I do like the map, but, I do see how in a tournament setting it may not be the right fit, yet.
Maybe it was mentioned before, but, instead of removing the breakable tiles (which I kinda like) why not add a second level underneath that catches you and forces you to run back up to the main level through stairs or whatnot. The focus would be to make it a time sink for the player(s) capturing the node or preventing their own death. Perhaps a second function would be that that lower area would be a refuge from the currently (OP?) skyhammer. Just some thoughts as I do like the map, but, I do see how in a tournament setting it may not be the right fit, yet.
Exactly this. The map is potentially very good as it is, and this is the most important change it needs to reach that potential.
Also is it just me and my bad connection, or if you stand on the stone next to a crystal floor are you getting sucked in the hole when it triggers?
This map has a quake flair already so why not go all the way and add powerup that give you 10 seconds of stability. Could be placed at key positions like in front of the gate at the center before you enter the cannon platform. Imo that would solve a lot.
At the same time they should finally introduce a visual indicator for stability.
(edited by Dojo.1867)
First person Starcraft 2 with orbit cannons and kitten..
So…yes…it sux.
This map has a quake flair already so why not go all the way and add powerup that give you 10 seconds of stability. Could be placed at key positions like in front of the gate at the center before you enter the cannon platform. Imo that would solve a lot.
At the same time they should finally introduce a visual indicator for stability.
only thing that would do is shift the meta to boon ripping followed by CC. and then people would whine again.
only thing that would do is shift the meta to boon ripping followed by CC. and then people would whine again.
Make it a power-up with the same effect, but not removable by any mean (apart from stealth and transformations, maybe, cause having a non-removable stability and stealth (or transformations) together may be too much). Maybe they could give, like, a 15s or 20s duration. And it could be put in the middle of the road between point A/C, but by passing from above.
This way you’ve got to actively get it, it can’t be abused by people defending the point (that would require them to leave the point) and it would give, like, a 10s (they have to travel to the point, this takes a little time) where the attackers can’t be instantly knockbacked into oblivion.
Also, the only panel they may have to remove, imho, should be the one furthest from the point A/C. The one that can be more easily abused by stealth pulls, basically.
Also, if people want to try pulling the enemy, they should necessarily pass from the back side (there is still a panel there and the other one near the propeller) but during that time, the stability will have already been depleted.
only thing that would do is shift the meta to boon ripping followed by CC. and then people would whine again.
Make it a power-up with the same effect, but not removable by any mean (apart from stealth and transformations, maybe, cause having a non-removable stability and stealth (or transformations) together may be too much). Maybe they could give, like, a 15s or 20s duration. And it could be put in the middle of the road between point A/C, but by passing from above.
This way you’ve got to actively get it, it can’t be abused by people defending the point (that would require them to leave the point) and it would give, like, a 10s (they have to travel to the point, this takes a little time) where the attackers can’t be instantly knockbacked into oblivion.
Also, the only panel they may have to remove, imho, should be the one furthest from the point A/C. The one that can be more easily abused by stealth pulls, basically.
Also, if people want to try pulling the enemy, they should necessarily pass from the back side (there is still a panel there and the other one near the propeller) but during that time, the stability will have already been depleted.
what if instead of an instant buff, it was something you had to channel? kinda like temple’s buffs, but it pops a party wide pseudo-stability. it would be placed on the opposite end of the map as the portal to the cannon (maybe that engine-like thing behind.
i just worry that two secondary mechanics could lead a good team to have an insane advantage over the other if they manage to get their hands on both the buff and the cannon.
I would like jump pads to shoot the player up higher. Enough to deal minimal fall damage.
This way, it will be easier to get onto the platform and also makes fall traits useful.
A bunch of zerg after me? Jump on the jumppad and stomp them away.
4x Necromancer, 3x Mesmer, 4x Guardian, 4x Thief, 4 Revenant
Leave siege out of PvP, WvW already has way too much of it.
Thats all.
Agree 100%. I always feel trolled being killed by siege of any kind. I don’t even like them when they’re free. It’s just bored (0 risk dumb mechanism) to sit there and spam your aoe from 1km away……
I posted this in another thread, but this thread seems more appropriate:
In my opinion, the map needs to be rebalanced quite a bit.
1) The cannon needs to be nerfed in some manner. Either lower the damage, the radius, increase the cooldown/cast time, or/and make it dodgeable.
2) The asura gate needs to have a 1-3s cast time where, if you get hit while casting, it stops. This would make it umpteen times harder to use it to run away when you’re close to death.
3) Something needs to be done about how easy it is to knock people off. A little bit more safety gates could go a long way. This would also make the map more newbie friendly.
4) This one I don’t mind that much, but maybe slightly less glass panels in some areas. This would also make the map more newbie friendly.
5) Perhaps some sort of anti-bunker condition (e.g. immune to stability) should be put on the user of the cannon and left on them for a brief period after they get off the cannon.
Try to bring a necro with fear @ cannon to fear down everyone to death…esports yay
Try to bring a necro with fear @ cannon to fear down everyone to death…esports yay
If only stun breaks worked on fear Oh wait, they do.
I love this map and I think it is really fun.
The main problem with this map is: It denies any sort of real combat (wheter it’s Teamfights or 1v1’s). It’s so heavy focused on CC and stability that it favors certain speccs/classes and doesn’t generate dynamic gameplay.
Nothing is wrong with instant-death mechanics. But as it becomes the center / key-mechanic to win, the map itself can’t become competitive.
Suggestions:
-dodgeable cannon
-lesser options for instant death
-remove any fall-down option in the cannon-room (as it is the strategical key-point on this map)
Ok what about a Safety Net mechanic?
Somehwere near the center of the map could be some interactable object that works like a buff. After channeling for like 1 sec you get “linked” to it (effect would be similiar to tainted shackles but maybe in pink and with endless range). If you are linked and fall down somewhere you are moved to the object from midair. After a x seconds you could interact with it again.
I have another idea and I think this one will work a lot better.
- Do not remove the pot-holes but make them such that when you step on them they do not break but the only way to actually break them is with the Skyhammer.
- Border up the walls with beams of light as I said in my last post but make the walls also shatter if the Skyhammer hits them.
- You can then make the Skyhammer dodgeable, have do a bit less damage but still knock people down.
The changes above would actually make the map all about taking advantage of the power of the Skyhammer to open up those holes so you can end a fight fast.
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I actually don’t want the glass plates to change at all. They are the most fun part of the map, falling down just needs to be less punishing.
Try to bring a necro with fear @ cannon to fear down everyone to death…esports yay
If only stun breaks worked on fear Oh wait, they do.
I love this map and I think it is really fun.
Oh yeah sure…too bad there’s something called cooldown on your stunbreak so you just need another fear and done..or are ppl supposed to bring all stunbreaks ut just because of necros? (Sadly someone do it already since tpvp new meta is 2 necros spamming fear and kitten + others…go contest that point, i dare you) Jusus last night, tired of facing 2 necros teams we went in with 2 necros too (And one of them was r28 who made his necro in the afternoon and never used it before)…pretty much straightforward ownage 6/6 matches…matter of skills? Don’t think so…
(edited by Archaon.6245)