Spirit Watch Imbalance. Please Fix.

Spirit Watch Imbalance. Please Fix.

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Posted by: szqec.5762

szqec.5762

In Spirit Watch the team on the right can walk up the ramp in front of the base, onto the wooden bridge, and cast range 1200 spells on the orb. The team on the left can’t because it’s farther away.

Spirit Watch Imbalance. Please Fix.

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Posted by: Interpret Interrupt.3824

Interpret Interrupt.3824

Maps have had several imbalance points on them which kind of makes the side you start on a little important. Similar things can be found on Foefire and Forrest and Khylo.

K Pop
The Warrior, The Necro, The F1 Connoisseur
http://www.twitch.tv/interpretinterrupt

Spirit Watch Imbalance. Please Fix.

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Posted by: mursie.3681

mursie.3681

Maybe the community can help me out on this. I am reading about a spawn imbalance with relation to a team’s close point. However, from playing with some regulars the last few nights, I was informed that close point is completely irrelevant. In spirit watch there is no “close point”…just go and contest any point.

I have read other arguments which seem to contradict this statement. Some have said that close point is absolutely vital to hold…and let an orb runner (preferably an overpowered guardian or elementalist) run the orb to points…while always mainting and holding close point.

So which is it? Are all points equal and hold whatever u can contest and get? Or is your close point to your spawn vital..and should be held if you expect not to fail?

Thx for your help