Remove skyhammer from tpvp

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Posted by: knbBlackTemplar.3059

knbBlackTemplar.3059

It’s terrible map, everything based on fears, knockbacks and luck, absolutely afwul designed map.

80’s: Sylvari Necromancer (Main). Human: Thief, Warrior (PvP Main), Engineer. Charr Guardian

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Posted by: Marcos.3690

Marcos.3690

Remove […] PvP

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Posted by: Corian.4068

Corian.4068

Luck is in crits.

Your positioning is at all times either in your control, or in your opponent’s control. In that regard, it’s LESS luck based than any other map in the game.

Hit level eighty
Priorities, what to do?
Spend hours with dye

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Posted by: Dee Jay.2460

Dee Jay.2460

Yeah, it’s funny how it’s not in rated group tournaments but remains in the solo-queue.

The map is terrible and shows a complete lack of understanding for competitive PvP.

If you don’t expect serious players to endulge in it, why must the rest?

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Posted by: knbBlackTemplar.3059

knbBlackTemplar.3059

Yeah, it’s funny how it’s not in rated group tournaments but remains in the solo-queue.

The map is terrible and shows a complete lack of understanding for competitive PvP.

If you don’t expect serious players to endulge in it, why must the rest?

I think rotation is broken. ALL DAY i’ve got ONLY skyhammer

80’s: Sylvari Necromancer (Main). Human: Thief, Warrior (PvP Main), Engineer. Charr Guardian

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Posted by: Dajas.4715

Dajas.4715

I wouldn’t remove it myself as i really like the map design, but the are 3 things i would change. First of i would remove skyhammer, then i would put a wall around the whole map to prevent people being knocked off, and finally i would do away with the force fields on the floor, or at least replace them with traps that cripple/blind ect, cos at the moment they are so god kitten annoying.

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Posted by: Awe.1096

Awe.1096

Shh… thieves want to have some fun in PvP as well. Stealthing and Scorpion Wiring people into holes. Best PvP ever! /s

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Posted by: Elxdark.9702

Elxdark.9702

I don’t know why the hell the map is still in rotations…

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Posted by: Coloxeus.3480

Coloxeus.3480

really i hate this map too… this jumping thingy so annoying!

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Posted by: Authority.4386

Authority.4386

I stopped playing solo-queue only because of Skyhammer. And I know Im not the only one Btw great map for Quake III.

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Posted by: Aereniel.7356

Aereniel.7356

It’s a gimmick map that encourages troll builds. Just for sad laughs, I run a rifle bunker engi with flamethrower, bomb kit, battering ram, accelerant-packed turrets and elixir X. There is not enough stability in the world to counter all those knockbacks. The build is absolutely not viable in any way outside of Skyhammer, but extremely effective there due to the map’s silly insta-kill mechanics.

Skyhammer is the epitome of “player versus environment” and as such, it should be relegated to the hotjoin abyss where it belongs.

Been here since launch
Legend S1-S3 with 100% solo queue 100% conquest
Filthy casual, 6k sPvP games

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Posted by: Dagins.5163

Dagins.5163

The only map I can actually kill solo these brainless mace/hammer warriors with healing signet? Never!

There is not enough stability in the world to counter all those knockbacks.

I use zero stability and I’m doing perfectly fine. Switching just 1 utility slot for this map.

Signed, level 1 alt

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Posted by: Jae.9682

Jae.9682

On my ranger I switch to lb and zerker instead of axe/torch and carrion.
On my guard, i swap hammer for staff.
On my warr I swap in fear me.
On my thief I swap in scorpion wire.
All classes can make adjustments to make them viable on skyhammer.
What I want fixed it the “glitchiness” of the breaking glass and the general “I wasn’t standing there on my screen!” crap. I shouldn’t need sub 40ms just to play a game without being frustrated (I’m at between 70-100ms on the east coast.)

Jae Sun, Jae of Arc, Jae Kal, Jae Khan, Jae Barka, Jae Hemingway
Original Member of Blackgate.
Member of HB.

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Posted by: benOTK.4961

benOTK.4961

I’m okay with removing Skyhammer from tPvP, but I really don’t mind the map too much. It accentuates character positioning much more than the other maps.

Getting knocked back off of the map is relatively easy to avoid as long you’re paying attention to your positioning. It’s the fearing and the pulls that can be very dangerous.

Anytime I’m at a point, I make sure that I’m not close enough to the edge to be knocked off, which I shouldn’t be because I should be on the point trying to decap or capture it.

I also really enjoy the hammer room. All of the pitfalls and the edges of the room make for a very exciting and difficult place to fight. Positioning really becomes key here, as well as baiting and kiting.

If anything really needed to be changed, I think I would change the actual power of the hammer, or the CD on the attack. It’s too easy to aim and covers the entire map, so its basically a more powerful trebuchet that can be fired anywhere and aimed much easier/quicker.

NA: Jove Ralis – Sea of Sorrows

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Posted by: felivear.1536

felivear.1536

Why is this thread listed as one that a DEV has posted in, but there is no DEV post.

Curious…

feLIVEar: Your resident forum king.

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Posted by: RoRo.8270

RoRo.8270

Could have deleted his/her post

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Posted by: Allie Murdock

Allie Murdock

Community Coordinator

I posted in here in response to the other skyhammer thread by accident.

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Posted by: JETWING.2759

JETWING.2759

The great problem in skyhamer is fear spam.
This map is based in Asura high-tech, then just implement some barrier in edges that prevent the player fall down all time by fear.
The barrier can be like gound glasses, that broke in same moments; or can be of another type, but need alternate opening and closing.