Jan 27, 2010, 11:44 PM // 23:44
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#21
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Desert Nomad
Join Date: May 2005
Location: America
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Quote:
Originally Posted by Killed u man
That was a consequence of bad skill balance, not the map itself.
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Well yeah, it is the map itself. The more defense you have the longer you can generally hold KotH, whereas builds with a lot of offense tend to do best on cap points and balanced builds have the advantage on relic runs. I don't really like cap points or relic runs as is but they do discourage the extremely defensive builds that could basically hold until someone dc'd or fell asleep.
I think cap points could be fixed by bringing the yellow and red cap points up the plateau in front of the broken bridge and adding another point in the chest spawn area. This would disperse the fight over the middle cap points and make the base cap points more up for grabs. It would also be cool to see something like the old broken tower alter buff come back for holding the alter cap point, maybe something like +10% damage and 24 additional elemental armor as a party wide buff. This would enable all sorts of different tactics while still putting a high value on the alter cap point.
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Jan 29, 2010, 02:27 PM // 14:27
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#22
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Grotto Attendant
Join Date: Dec 2008
Profession: W/
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Quote:
Originally Posted by Killed u man
Again, last second altar cap (even with song, which is still prone to interrupts) is the only thing that comes close to "skill = win". Build matters alot, but ANY build can still win on it. (Interrupt heavy can deny capping. Balanced can go either way, defence can hold, etc)
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umm the whole design including oldschool holding is crap, i dont see how last minute capping = skill
if they remove relic and cap points and reintroduce oldschool cap, i can put in 2, 3 or 4 songs since your so bad at aegising ur songer when capping, its already easy to cap koth without getting interupted, even with leech signet u cant stop multiple songs, slap on aura and brace yourself and your done capping
i dont see any skill in that except promoting spiked base builds and hexways
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Jan 30, 2010, 07:21 PM // 19:21
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#23
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Jungle Guide
Join Date: Aug 2006
Location: USA
Guild: Lack of Talent [Luck]
Profession: P/
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Cap points with the base points midway in the hallway, and a 4th point at the chest spawn would be much more interesting and playable. Especially with the suggestionof having the center altar be worth something like a damage buff.
Would be good for everyone but the super defensive spike builds, and even then they can still be competitive on that map
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Jan 31, 2010, 01:34 AM // 01:34
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#24
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Furnace Stoker
Join Date: Apr 2006
Guild: Amazon Basin [AB]
Profession: Mo/Me
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Cap points was created to encourage splitting in HA and therefore cut down on 8v8 gimmicks. This somewhat works when it's 2 teams fighting over 5 points. It should not be surprising that 3 teams and 4 points doesn't work. 7 or 8 points and a different map are required.
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