Temple of silent storm
If you didn’t agree with this and you think it’s an important tactical choice, how did you not notice that ferocity has been gone since the start of the season?
Svanir Appreciation Society [SAS]
(edited by Random Weird Guy.3528)
First of all, that’s hysterical random weird guy. Second, I bet they just looked at the data and saw ~0% communing on experienced players and ~100% communing on new players = easy decision for them. I know every time I watch a video some new player has uploaded someone is channeling ferocity…
First of all, that’s hysterical random weird guy. Second, I bet they just looked at the data and saw ~0% communing on experienced players and ~100% communing on new players = easy decision for them. I know every time I watch a video some new player has uploaded someone is channeling ferocity…
the only time i ever channel ferocity is when we just won the mid fight at the start of the game, stomped 3+ of their team and have 10+ seconds of respawn time.. one goes far, i channel their ferocity and someone channels the other, the 2 channelers fall back to mid before they’ve respawned, and then the game goes a lil faster for a bit =)
in general though channeling ferocity is a waste of time unless you’re a full glass cannon team and relying on kills to win and not holding points
because I havn’t been able to get a Temple game yet im lucky to get 3-5 games a weekend in pvp due to work and Guild events if i was a Billy goat i;d do more Pvp but clearly i have more important things to do this season.
if a teams holding a 2 or secure 3 cap why not go for the buff and Secure a lead while you have some free time also a full team of Glass cannons isn’t the only way to successfuly gain kills , also going full glass won’t Hold points and if you can’t hold points don’t even bother with the buffs.
if you are use to playing in a guild team or with a group of people you’ll soon relise having a whole team of glass or not enough support/glass you’ll spend nearly all your time fighting for survival rather than Skillfuly going for stomps or capping nodes as you’ll have to clear the node first before even Attempting to capture the node.
if its for Randoms yes the Buffs are a tad pointless since your ether better the foe or simply worse than them and you won’t get the chance (if you have the Glass cannon Mentality in a group of randoms which are most likely also Glass at lower ranks)
going for a Buff in this situation will loose the team points.
in the end the map had its Unquie mechanic with ferocity and with smart play ^ and spawn timers it can easly Secure a ton of extra points in Balanced fights .
before this Season and HoT i typicaly played the Power Roamer and did cap double Ferocitys , that was the role of the roamer on this map prevent +1’s steal buffs and Decap never bunker.
now the uniqueness is gone the mechanics are zero and its just like any other conquest map .
As I cannot play the game right now due to my gw data got dump and starting to download the 64client, being a casual player this news is shocking.
Between a master and apprentice, i would love to see the differences.
Those 8 point stomps win games. Imagine an 11 point stomp. OMG better than owning a node.
RIP buffs of much fun.
Could some dev pls explain the decision to remove ferocity from temple?
How should removing them improve map flow?
This is a good change. So many times randoms
In solo queue would go channel the buff after a fight causing someone to get outnumbered allowing for the other team to snowball. I’m talking about like, winning mid fight, instead of going to +1 before the respawns or match numbers people would go channel the ferocity buff closes to THEIR OWN spawn, really a bad rotation. Now they can’t do that. Less bad rotations = better bad players!
Am I good?… I’m good.
This is a good change. So many times randoms
In solo queue would go channel the buff after a fight causing someone to get outnumbered allowing for the other team to snowball. I’m talking about like, winning mid fight, instead of going to +1 before the respawns or match numbers people would go channel the ferocity buff closes to THEIR OWN spawn, really a bad rotation. Now they can’t do that. Less bad rotations = better bad players!
i agree with that bit “Less bad rotations = better bad players!” but Catering to bad/less common sense players won’t make Maps or game types more intresting unless Anet really are short of New blood for tournaments and this is thier way of getting new players to learn Rotations first by giving that as the only option no distractions aka buffs.
for a more intresting viewer experience too seeing these buffs go makes temple a boring map , no lord, no cata , no chiefs ect , I hope they replace it with something.
this maps going to be a beginner map because its got no additions maybe thats Anets intentions as we don’t have a Clean simple map thats easier to learn rotations on.
I just wish they would of Revamped Courtyard into a conquest map and made it 4x larger. or a king of the hill style with 3x locations , than Dumb down current maps.
Could some dev pls explain the decision to remove ferocity from temple?
How should removing them improve map flow?
I’m not a dev but I’ll try.
During the first set of spawns, they either spawn during the mid team fight (in which case, going to take them is going to lose you that team fight) or after the team fight (which makes them pointless). They would then keep spawning on that timer as the match progresses, and those times when they spawn with no other Meditations is the ‘best’ time to get them- but even then, they are rarely useful as their impact on the match is minimal. 3 points a kill is nothing.
They’ll also spawn in tandem with Stillness and Tranquility+Stillness, in which case, again they’re just a distraction. You should always be moving either to one of those two Meditations to capture them or to another point to exploit the enemy team’s movements to try to capture them. Ferocity never plays out as being a good choice.
Long story short, they’re noob traps. Unless you are already winning by a reasonable margin, you do not want to try to get them. New players might think ‘oo, shiny, i’mma get the buff’ but it doesn’t actually DO anything. With how builds work in the current game there’s no reason to add even more noob traps.
The new model of Temple is just “meditations are good, get them if you can, or use them to capture enemy points”. Ferocity is not good, and if it’s an opportunity to capture enemy points, it’s just because the enemy is horrendously bad.