Since the map has been out for a while, and obviously there is some controvery about how movement skills should affect the orb I just wanted to throw out my thoughts on the map and its balance.
First off the orb position is imbalanced, from the overlook just under each spawn one point can hit people on the orb from 1200 the other it is a 1300-1400 range, this should either be adjusted so that its equal on both sides or redo the red sides bridge portion.
I enjoy the pacing of this map quite a bit, makes it feel much more fun. and awareness becomes a larger player in the game. I also enjoy that the secondary objective is powerful as it causes as 60 point swing (difference from if you cap vs an enemy cap) which plays a lot in the match outcome. One thing that disappoints me however is that the duration to pick up the orb is 1 second, which means any CC ability will allow a cap of the orb, so pistol whip thieves, wolf/dog pets from ranger and other fast low CD abilities allow for a quick cap. I just think that one second is too short, and think that maybe 1.5 to 2 seconds would be a better time for the orb channel.
Another thing that can currently be used due to the low channel times is block abilities. at the moment if you run a focus offhand ele with a shield offhand guard, you can set up the anti-projectile over the orb and use the guards aegis to absorb the hit (sometimes double aegis) maybe even combine it with the mes field for more block chances. Basically I just don’t think uncontested orb pick-ups should be able to happen w/ the most minor of interferences.
I enjoy this map quite a bit, but I think it also plays too much into mobility which certain classes lack, and it makes them sub-par for the map.
Anyway, I really do enjoy the map and think it could be amazing with just a few tweaks. What else bothers you guys about the map? what do you think can be changed to make it better? See something blantantly wrong (other than the orb carrying thing, there are plenty of threads for that already), poooosstt here