Spirit Watch Needs Changes

Spirit Watch Needs Changes

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Posted by: style.6173

style.6173

This map is not balanced at all, and shouldn’t be in solo queue. So, I’d like to propose one of two options:

1. Remove it from solo queue (the easy but not great solution)

2. Change the mechanics of the map.

The changes:
—When someone picks up an orb, they get a completely new skill bar and no utilities. The only skills would be a small heal, remove a condi, and aegis. These would all be on a timer.
—The orb carrier health/armor is set at 15,000 and 3,000. If someone picks up the orb when they are already damaged, say 50%, then they would start running the orb with 7,500 hp (picking up the orb can’t be a free full heal)

So, why should these changes be made? One we can balance the orb carrier, it allows for new game modes such as CTF. CTF would not work well in the current approach. It would also allow spirit watch to be more competitive vs having certain classes dominate the orb carrying. In solo queue, if you don’t get one of those classes, it is pretty much gg from the start.

Spirit Watch Needs Changes

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Posted by: Oulov.7913

Oulov.7913

Yeah, I like the idea of “a completely new skill bar and no utilities”. Those skills, however, have to be pumped up to actually be usefull, otherwise nobody will want to be a carrier.

Spirit Watch Needs Changes

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Posted by: cheese.4739

cheese.4739

Yeah, I like the idea of "a completely new skill bar and no utilities". Those skills, however, have to be pumped up to actually be usefull, otherwise nobody will want to be a carrier.

There are two options I can think of for this:

1) make the orb spawn less frequently and be worth more points, so that carrying it is very worthwhile but doesn’t have to be done for the entire match

2) give the orb powerful skills when held, with maybe a rush, a stunbreak, a stability, a CC... but reduce points given for running it to 15/5 (owned/un-owned point) or similar