Showing Posts For Kaelthun.8729:
Everybody’s complaining about the sharks but seriously, they’re there for a reason. Without them, ruins would be a darn flickerswitch. It would force the fight to there because it’s so close to all of them. Frankly, the sharks help to emphasize that:
1) Ruins is important, though uncomfortable to attack. If you leave it, you’ll feed the enemy points because you couldn’t be bothered to get over yourself. If you take it early it helps a lot.
2) If the enemy is defending ruins, they’re down a couple guys. Any team fight is in your favour because you have your full team there. Take both ground objectives and get aggressive.
Frankly, the sharks aren’t that bad. I’ve had at least two matches where a decent ranger and me, guardian, took out the lot and still took the point from a defender. I can’t speak for skill but it’s entirely possible.
It’s a challenge, just like stealing the buffs in Forest of Niflhel. Rise to it and get aggressive.
Agreed, the downed state for Warriors for example is out of line with what other classes get. The same goes for thieves whose tele ability is on a short enough cooldown to be able to lengthen the process of killing them to the point where it’s common that reinforcements arrive … from the other side of the map. Meanwhile, guardians smile and get to bash enemies back once before they get smashed. Oh, and there’s the symbol heal thing, but that doesn’t come off cd until well after they’ve impaled you.
Not sure how these differences are supposed to encourage competitive play.