Spirits Watch is the least fun map yet
it’s a fun map in hot joins! /shield against flames
The strategies on this map are more fluid than “hold 2 points for 10 minutes, win game”
I fight people, sometimes they kill me, sometimes I kill them. Fun is had by all. [/quote]
we dont care about hot joins, its awesome in tourneys
I hate this map with a passion.
Only exaggerates bunker/burst play style.
Still haven’t fixed the many bugs of skills missing due to elevation changes/tiny rocks in the way.
New map is great with the exception of a few professions’ fast-travel exploits I’m not very fond of. Other than that however, it’s one of my favorite maps to date. Keep up the good work Anet!
The map encourages you to fight (For the orb) instead of holding points all day. Not perfect, but think its an improvement over pure domination.
I agree this is by far the worse map to date. Now a few things
@MBH This map develops no strategy what so ever, it only promotes zerg orb point or enemy GY and camp. This is how it is in 8v8 and is horrible.
@ Reroll – I realize that not everyone plays hotjoins ( IE: SPvP ) on the same note not everyone does tourny pvp either. For tourny the map works great, it promotes everything the map was intended to promote. Team work, Defend, and point hold. But in 8v8 it is just a cluster Kitten, since tourny play is not the only place this map is in there are valid issues weather you play that style or not.
@Michael – The exploits right now are BS, you can’t us swiftness but you can teleport, you can’t use invul but you can use death shroud. all in all this map is to small for 8v8 to work properly.
@Scrag – The map does not encourage you to just fight for the orb, the map was designed to give us Conquer play style with a capture the flag aspect to it. The same as the Kodan maps brings in key objectives to over turn the battle and Deathmatch style fighting. The problem with the Spirit Watch map is that it is way to small and turns the already existing problem in any SpvP of zerg = win into a must.
My main issue is not with bunkers, as they can be killed regardless, my issue is Arena Net specifically stated in a Vlog interview that they do not want pvp to be, " We are on X map use X weapon load out and build." Although this is what it has turned into with Spirit Watch. You load out all your AoE’s or you load out knock backs and Immobilization for defending orb carrier. In Structured PvP (8v8) out of 30 some odd fights all but 2 of them were as followed.
- Teams rush to orb team A over runs orbs and wins the initial battle.
- Team A rushes to the enemies Graveyard/ Spawn and camps them while two people run orb.
- Team B pushes through zerg camp about 3/4 of the way through battle, to be over powered by higher ground players that spam AoE and attacks. Players attempt to get to higher ground but are thwarted by Higher ground players and ground level players.
- Game ends with a point spread of one of the following
- 0 – 99 to 500
- 100 – 200 to 500
Most of the time I end up in groups that get a 50 – 500 spread and the top points on our side is 35, one time I ended up with 10 points and I actually happen to steal the orb and cap wolf with it. Now that is not the maps fault, more so the players, although the map did promote Spawn camping.
The sad thing in all this is, the map works great in 5v5, as 2 people can not hold off 5 people in a spawn point and it is more strat driven than mash a bunch of skills in a zerg and think your doing something. Although Tourny play is not the only aspect of PvP out there, and the map is present in 8v8, and with the size of the map and how close everything is I feel this map has fallen short to deliver any type of enjoyment for most players. I have even been on the winning team and thought the map was laid out horrible. I personally hated PvP in WoW because of the fact that it was roll my face on a Keyboard while in a large group, while camping a GY so my team could win. Guild Wars 2 offered a better out look and slowly this mentality that you have to Zerg to win has become slowly a turn off. Personally I think all the maps need to be a little bit larger, that way a zerg can take a point but can’t hold all 3. I almost feel that all the PvP maps were designed with 5v5 in mind and not 8v8, which if that is the case can you make SPvP 5v5 then? Cause this recent and every growing mentality of ZERG ZERG ZERG win, which places no personal skill, is becoming the norm for all PvP and is fast becoming the down fall of a great Ideal that Arena Net has had for PvP.
The secondary objectives on Watch and Temple add quite a flavor to the conquest mechanics I have to say.
It’s definitely not a different game mode, but it does feel and play differently, which is very nice – refreshing even.
I think the main reason for it is that the secondary objectives are easy to access, powerful enough to make you play around them and because they can only benefit one team at a time you have to go for them.
You could argue that Khylo meets these criteria to a lesser extent, but Foefire and Forest are definitely subpar in terms of secondary mechanics imo.
There is no strategy in 8v8 PvP, regardless of map. Asking for map balance in hotjoins is just silly because none of the maps are balanced for 8v8 hotjoin nor are they supposed to be. 8v8 exists solely to farm glory. If you want a balanced PvP experience, tournies are on the other side of the mists.
Run a bunker ele and 4 dps or whaterver you want>take the orb with ele eventually supported by a full altar rush at the beginning>when ele gets the orb the other four go to cap points while ele keeps running in circles trolling at last 2 of them trying to down him with rtl, mist form, dodges and whatever just to stay alive while kittening around (Never go too far, so if sometimes he’s in trouble one dps can always go backup the ele, kittening around under your side base it’s the best), if he drops it just go back and take it or just hold ppl at altar(If they down the ele and get it let them go just wait for next)>rest of the team caps points while half of other team is still trying to chase that ele>profit
Worked like 9/10..if you have a decent bunker ele you can pretty much “neutralize” the orb feature while being in numerical advantage while playing normal point holding with 4 ppl for the entire match..or at least a great part of it, until they realize you’re just trolling them…but it’s usually too late.
You decided not to nerf eles decently giving them an ele-based map instead? Ok, if you can’t fix lame mechanics it’s time to use them…and abuse off course… Already planning an epic 4 D\D Valkyrie eles + mesmer\trap ranger trollteam for this map (Just wondering 4 eles going aoe under time warp at first orb fight)…i’ll give u news asap
(edited by Archaon.6245)
Yeah I find it kind of hilarious/ironic/extremely frustrating that everyone was complaining about dd ele and how strong they were at various aspects and instead of anykind of meaningful nerf they got a map pretty much PERFECT for them
I can see this map being fun in organized team play but for solo queuers and hot join it’s pretty bad imo.