Spirit Watch Idea

Spirit Watch Idea

in PvP

Posted by: candlecan.9827

candlecan.9827

I think the orb concept is a good one but is poorly implemented in Spirit Watch. 30/15 points puts far to much emphasis on orb running and allows the secondary objective to take the entire game over.

My idea is to put alters (like the one that spawns the orb) at all 3 bases as well. They never spawn an orb but instead hold the orb spawned at the beach.

Transporting the orb to a point you own will result in double the point gain. If an enemy player is able to channel the orb at point it has been placed, then the orb is destroyed and will respawn at the beach again (on a timer of course). The channel to dethrone the orb needs to be quick (1-1.5 sec) but follow all the rules current channels do.

Transporting the orb to a point that is not yours and placing it on the alter will decap the node and knock out enemy’s currently in the node (similiar to the effect felt when tranquility is taken on temple of the silent storm). The orb is destroyed when placed on the alter and will respawn on a timer.

Transporting the orb to a point that is neutral will do nothing. Preferably an alter will only spawn when a point is controlled. This allows for counter play to orb running.

Due to the decrease in importance, I would also allow players to run normal speed but keep the mobility moves impaired and continue to not let swiftness be applied to the runner.

I think this would encourage organized plays and node control much more than the current version does. Just a thought, throw me some feedback and tell me what you think.

(edited by candlecan.9827)