Upcoming Skyhammer Changes
….skillfully aim knockbacks ..
Not sure if serious…
try to KB a good guardian from clocktower and tell me if you dont need to skillfully aim.
Chars : Exa Flare | Exaflare | Aurora Wall | Aurora Sword | Azure Flame God
u mean skillfully wait?
skillfully? Josh are you sure u meant Skyhammer?
Looking forward to it.
…and I believe you can skillfully aim knockbacks on Skyhammer.
Any chance you’ll take a look at the minimap?
I can clearly see everyone but myself on it, and every time I look at it, it takes me at least a couple of seconds to find my camouflaged marker.
To state it more clearly: Player’s own map marker is (roughly) the same color as the map background, making it difficult to see where you are positioned relative to your teammates.
and the stupidest grown-ups who are the most grown-up.”
- C. S. Lewis
YUP THIEF WIRE PULL/ENGIE TOOL KIT ON SIDE POINTS REAL SKILLFUL
I’d like to see the glass removed by the side points.
It’s just too easy for thieves and engineers to pull the bunker off point and down the hole; usually while they are invisible.
I just meet 2 guardians, 2 necros and a wiretrap thief in Skyhammer. Are you serious?
I’d like to see the glass removed by the side points.
It’s just too easy for thieves and engineers to pull the bunker off point and down the hole; usually while they are invisible.
Yeah, there’s too much cheese on that.
later. It doesn’t care that I’m there.”
Bad players don’t know how to use cc
Phaatonn, London UK
Bad players don’t know how to use cc
Bad players just roll a class that can spam them while having stability…
Well, people loved huttball in swtor. The formula for that was: easy to land CC for positional advantage, difficult to land cc for kill.
good news. i dont mind the idea of pushing off, but it was way too open, uncontrollable and brutal.
how about you take it map out before it gets changed
guardian on canon too op.
“berserker stance clears all CC on you and you’re still immune to CC for 8 seconds”
-Excalibur.9748
How about we have a choice to opt for which maps we want to queue for? Similar to counter strike…
I’d like to see more glass.
Maybe not the falls that kill you but more destructible environments that add some diversity and strat to the gameplay concerning positioning.
I took a look at the dev stream concerning the new WvW map and instantly wanted some of that map bottled up and shrunk into a an spvp atmosphere.
Well, people loved huttball in swtor. The formula for that was: easy to land CC for positional advantage, difficult to land cc for kill.
Agree, I for one loved Huttball. My only problem with it was that it popped way too often. Great game mode though I thought. Spin on capture the flag with traps/knockbacks/pulls/levels…was pretty fun.
Much better than WSG in WoW imo. For all the things I that SWTOR didn’t deliver on to keep me around, their battlegrounds were decent enough and had different modes that made my days there fun.
(edited by Akari Storm.6809)
….skillfully aim knockbacks ..
Not sure if serious…
^^ this
map stupid and too forgiving for certain classes while too unforgiving for other…
best change that could be done to that map: delete it
[Teef] guild :>
(edited by Cynz.9437)
Bad players just roll a class that can spam them while having stability…
FYI I often don’t even bother with a stunbreak…
Traited stability OP though..
Don’t know why I’m bumping this though… I may as well just write ‘flame me’
Phaatonn, London UK
Waisting time on things nobody needs. You should fix your priorities. Game is dying
What’s the point in pushing people off a cliff instead of duelling them to win? That’s not PvP … You can avoid being knocked back and off the map through positioning but things like pulls (especially out of stealth …) or fear-chains can’t really be avoided. Through the constant need of positioning you’ll also get a huge disadvantage when fighting people with many CCs like Nekros, Warriors or Engis which are already overpowered. There are also bugs. Yesterday on solo-Q I’ve never been anywhere near the glass or edge of the map. I was standing on point duelling some player and suddenly I instantly died with >80% HP like I’d have fallen off the map. Even the other player was like “wtf?”.
The hammer itself is also way too strong. 100% of games the team with the better setup (more stability and/or knockbacks/CCs) wins. It doesn’t matter how good you play – since you can’t dodge hammer you’ll die anyways when you’re trying to conquest a defended point and eat one hit from the hammer. Maybe change it to CC only. As it is now you can always say who’s going to win just from a look at the setup before the game has even started.
again: sitting on a plattform with your stability, knocking everybody down to kill them and the rest of the time shooting around with a big kittening cannon is something for WvW, not PvP.
Just remove this map from solo-Q pls. It’s extremely frustraiting and demotivating. Everytime I see it pop up I regret having joined the queue.
(edited by Gorni.1764)
Waisting time on things nobody needs. You should fix your priorities. Game is dying
I find your post to be marginally more constructive if I think of it as a statement about life.
“You’re wasting your time on things nobody needs! Get your priorities straight. We’re all dying!”
and the stupidest grown-ups who are the most grown-up.”
- C. S. Lewis
The only improvement to be made to that map is to delete it or put some freaking walls up.
[url=https://] [/url]
Skyhammer needs more glass panels. Best map 2013!
The only exclusive skyhammer stream
These changes should be going live soon.
Let us know what you think.
Still need to remove the glass on the side points
Yeah. More skillful play now. I’ll try tomorrow.
I see some interesting new details. Gotta try it out.
Hope to see more actual fights in hammer room now. Looks like nice change
One thing I can add as necro.
Before you would fear some1 onto glass, and he would hit the wall , and often just before the glkittenerred he could jump to safety. So you either had to use 2 fears , or make a decision where to fear: hold long enough on glass or just go for the distance push.
Now necros will be aiming for the same spot…. nothing compared to CC engies though, just a small tip.
Definitely an improvement, though I like that the hammer room is still a zone where knockbacks are king if they aren’t dodged properly. Adds a totally different type of fighting into the game that I’ve really enjoyed creating builds for. Hammer Scepter/Shield Guard is the king imo
Feels like skyhammer on training wheels now.
The only exclusive skyhammer stream
Skyhammer needs more glass panels. Best map 2013!
Agree, it’s hilarious when I get knocked off. It’s just a different dynamic to me. I think people get hung up on the idea that pvp should have nothing to do with maps and environment and should be about dueling 1v1 with no real use of terrain.
Half of each map go unused is my complaint of map design. Not things like glass floors. I will say that I notice fighting everywhere in Skyhammer more so than any other map.
But still usually in direct lines point to point. The other glass floors hardly see any action from what I can tell.
This isn’t team deathmatch. This isn’t dueling. Adjust to what is given to you.
This map does show me where some classes could use some help in terms of stability. Fear isn’t something I really worry about because you should be able deal with that.
There are tells for just about everything. Things like engies shield knockback/wrench kit pull/ram launch thing, warriors rifle butt/hammer aoe KB or launch, Mesmers GS #5/focus pull, and even thieves scorpion wire can all be seen, but many times can’t be avoided because your endurance is gone. Or your block skill is on cd. Or god forbid you get caught like a deer in headlights and just can’t react to what is happening.
But those skills were put into the game, so why not give them some real use? It’s only one map. Have some fun with it. Sometimes you get knocked off, sometimes you do the knocking.
P.S. This game needs more diversity, not less. I want to see a map with lava or acid or spike traps. Fall away bridges. Ice floors. Certainly want to see more modes.
One thing is that the guard rails on the dropoff side of the map are a little too low in height.
Because the ground slopes down to it, people just go flying right over it with a knockback. Tested with Ranger longbow.
I really dislike the changes to skyhammer. The only people you could reliably knock off skyhammer were either noobs, or people that you outplayed/outwitted. “put an emphasis on positioning and skillful play.” This does the exact opposite, it deludes play, and allows people with poor positioning to wander around like chickens with their heads cut off, and not get penalized as much for it. It makes it so that unskilled players with poor situational awareness can get away with it.
If people don’t get penalized for the mistakes they make, in a game that wants to be in the competitive scene, they never learn (get better) and the skill base never gets higher. These kinds of changes only serve to hurt sPvP in the long run, and it will have a very hard time becoming an e-sport if we continue to have things like this happen.
4 Warriors, 3 Rangers, 3 Mesmers, 2 Engineers, 2 Guardians, and Necro, Thf, Ele
-Beastygate Beast Milk, OG BG Veteran Native
It’s buggy at the moment. Pulled by guard across panel, panel shatters, but I land on point. Then, instant death while body is on the point.
It’s buggy at the moment. Pulled by guard across panel, panel shatters, but I land on point. Then, instant death while body is on the point.
That’s not a new bug. It’s been happening forever. It’s a server/client communication issue. Your client knows you made it to safety, but due to lag and poor communication with the server, the server thinks you fell and died.
Happens a lot in wvw, sometimes we can’t even res people because the server thinks their body is actually in a different location than is displayed on screen.
4 Warriors, 3 Rangers, 3 Mesmers, 2 Engineers, 2 Guardians, and Necro, Thf, Ele
-Beastygate Beast Milk, OG BG Veteran Native
Sounds great to me ! However I hope you’ll change this ugly Game asset by something better.. That ruins a bit the esthetic of the map. (1st pict)
In my opinion Skyhammer has just one more issue that you should fix, the cannon ! The canon is too strong right now and of course there are a lot of ways to fix it.
Of course you could :
- allow us to dodge and evade the cannon.
- reduce the area effect of the cannon.
- increase the time between 2 uses.
- decrease damages from the cannon
but honestly I don’t like any of those changes..
As you mentioned before, the position of your character should be important on Skyhammer and I think you should apply the same philosohpy to the cannon. Damages from the cannon should be reduced by 70% or reduce to 0 IF your character isn’t on the same level that the point of impact of the canon.
In exemple :
The canon hits the floor at point B, I see that and I decide to jump on the roof (pilars) of the point B, in that case I take 0 damage BUT it’s easy for my opponent to decap or capture the point, to knock me down and at point A and C I take a high risk to be out of the map by knockback or fear because I have to be on the edge of the point if I want to reach the roof and avoid damage. (2nd pict)
The other idea is, the more far you are from the point of impact, the less damage you take. It’s like in counter strike, when the bomb explodes damages are significantly different if you are close or far from the bomb. But in the other hand the area effect should be a bit bigger than it’s right now and more punishing if you are close to the point of impact..
(edited by Mystylaise.4673)
Something I noticed:
One of the railings near point C can be walked (and probably feared) over if you hit it at a certain angle.
This doesn’t seem possible for point A.
I like the changes at the cannon itself, no more 4 panels but 2 instead.
The railings also help at certain points, so you have at least a chance to re-position or not get insta-feared off.
But the main issue is still stealth breaking the glass and pulling someone in. For this I would suggest that stealth simply doesn’t break the glass. Or change the lay-out of the side points somewhat to avoid this.
Do not be too eager to deal out death in judgment. Even the very wise can not see all ends
I like the changes at the cannon itself, no more 4 panels but 2 instead.
The railings also help at certain points, so you have at least a chance to re-position or not get insta-feared off.But the main issue is still stealth breaking the glass and pulling someone in. For this I would suggest that stealth simply doesn’t break the glass. Or change the lay-out of the side points somewhat to avoid this.
You know nothing, Jon Snow
Couldn’t resist. This is one of my main problems with the hammer room, I’m always alert to people coming in, but if a thief shadow refuges far enough away, you can miss the fact he might come to cannon, and its difficult to keep a watch on both the entrance and the cannons themselves.
I just went into a match where a Mesmer can broke the glass by cannon and always get a kill with Focus.
I had Arcane Shield up, still got pulled. GG mechanics. I love being feared as well when I have a shield up.
I was wrecking the Mesmer 1v1, I managed to avoid 3-4 pulls. I still died because of 1 focus pull. What skill was involved? The part I was punished for playing skillful or you rewarded the mesmer for not?
Still, the map is whoever has the most CC wins. No changes there.
Imagine if Knockdown, Daze or Stun skills actually break all nearby glass instead…
(edited by Nova Stiker.8396)
I’m glad the devs are revising the map, but they need to view some top-tier solo queue matches on skyhammer (if that’s possible).
Railings?!? That would imply the devs think people get knocked off the edges. Devs, please don’t imply that you think people are getting knocked off the edges. Real skyhammer builds are stealth/pull focused. The glass panels are dangerous; the edges really aren’t, except in the hammer platform.
The players will continue finding the best builds for this map unless it is changed. And when everyone finally starts running the actually good skyhammer builds, it’s going to be ten times as ugly as it is now.
I also got pulled by a Mesmer even tho I had stability up, kinda goes against the idea of stability completely. I mean i manged not to fly off the first 3 fights because of it and then i pop stability so I could easily deal with it and then bam, flying like a bird.
Yo if I wanted to play bird simulator i would have bought that game.
[url=https://] [/url]
Firstly, on an extremely frustrated note, WHY is Skyhammer part of TPvP when it needs so much fixing and tweaking? Why not keep it exclusive to hotjoin where people can enjoy their mindless chaos, and once it’s ready for competitive play, put it into TPvP rotation?
Please ADMIT that Skyhammer was purely an experimental thing, it holds a reputation as a joke/trolling map. I have little motivation to try and play “seriously” on Skyhammer because I know that my death is simply one fear/kb/pull away no matter how careful I am.
This map will never make sense as long as some classes/builds hold the advantage in terms of chain-CC or lots of stability. All other classes/builds in between basically have to hold B or spend a lot of time making friends with worms.
Two simple suggestions:
> Glass floors on point A and C need to go. Engi/Thief pull from stealth (among many other things) is just plain stupid.
> Skyhammer Laser needs a nerf – either you should be able to dodge it, OR the knockdown needs to go, OR the damage needs a nerf. A CC guardian/engineer can be devastating while controlling it and trying to stop them usually results in getting CC’d onto glass or off the edge.
(edited by Wintel.4873)
Two simple suggestions:
> Glass floors on point A and C need to go. Engi/Thief pull from stealth (among many other things) is just plain stupid.
> Skyhammer Laser needs a nerf – either you should be able to dodge it, OR the knockdown needs to go, OR the damage needs a nerf. A CC guardian/engineer can be devastating while controlling it and trying to stop them usually results in getting CC’d onto glass or off the edge.
this
Bad players just roll a class that can spam them while having stability…
FYI I often don’t even bother with a stunbreak…
Traited stability OP though..
Don’t know why I’m bumping this though… I may as well just write ‘flame me’
Let me just take a major wild guess here… warrior?
The map should just have guard rails around the perimeter of the nodes, as well as all the glass plates removed.
These changes were not enough. Knocking/pulling and 1 shotting someone is not skillful. Something should be done if this is going to be left in a competitive queue.
The map should just have guard rails around the perimeter of the nodes, as well as all the glass plates removed.
These changes were not enough. Knocking/pulling and 1 shotting someone is not skillful. Something should be done if this is going to be left in a competitive queue.
WHY
IS
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A POST!