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How to make some SCs less terrible.

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Tushi
Posts: 2

How to make some SCs less terrible.

Post#1 » Mon Mar 21, 2022 12:33 pm

Gromril Crossing.
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Swap the 2nd capture point for each realm around.
As it is currently, the team that wins the fight at bridge has a massive advantage over the losing team in getting to the 2nd point. This is just bad design, the winning team shouldn't be the one being given an extra advantage. Change the 2nd capture points around and the team that wins the fight at bridge, and pushed the other team back, would actually have to fight their way through the other side to get to the 2nd point, rather than just have a couple of people drop off the back and go cap the next flag for free. Free because the losing side can't even get through because the rest of the winning side is between them and the flag. The way it is now, it almost guarantees that the side that wins the bridge also caps the next point and then the SC points tick so fast that it just snowballs.

Battle for Praag.
Again, the problem here is the 2nd capture points for each side. Capping needs to be slowed right down for larger numbers, or the BOs need to be locked for a certain time after the previous cap. Nearly all games that weren't complete stomps just ended in matches that flipped between capping mid and then the side that lost mid instantly capping back their home point before the other side could even get there to contest it. This applies for all tug of war maps, but it's especially needed in BfP because of how long it takes the attackers to reach their 2nd point compared to how quickly the defenders can drop from the same point and get to mid. Something to limit the effectiveness of long-range dps (engi/magus) and healers if they just sit up on the platform and don't drop down at all would also improve it imo. Just something so that they can't just sit up top ready to instantly recap while still having any impact on a fight going on at mid. Maybe a wall blocking sight lines towards the mid BO, fencing just high enough you can't jump up and sit on it and still use abilities, but low enough you can still be punted over it.
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Red=Wall
Green= flatten ground with no wall, so you can still drop down to get to mid quickly from that point, but you can't stay up there and be in LoS of any fight happening around the mid flag.

Highpass Cemetary.
Same as with Battle for Praag, the winning side is given too much of an advantage for capturing the BOs outside of the points you gain. The damage buff is just far too large a snowball mechanism, and needs to be toned down massively or removed. A damage buff more akin to temple of Isha would be better, something that gives a chance of a comeback rather than massively strengthening the winning side even further. Have it spawn in the losing side's spawn area near the fountain when the other side gets the double cap?

Stonetroll Crossing.
Flatten or lower the middle cliff where the part spawns. Punts are far too impactful.

Logrin's Forge.
Remove explosions.

Maw of Madness.
Flatten the ground around mid, every single pebble cancels casts or somehow causes line of sight issues, just make the mid area completely flat, especially that bloody mound around the central objective.

Caledor Woods.
Remove Skeletons.

The Eternal Citadel.
Not sure if this was changed already, but just make everyone from each team spawn in the same place on either side, don't have 1 team spawn on the platform in the middle and the other team spawn down the ramps at the side, just make the spawns equal.

Doomfist Crater.
Similar to Maw of madness, every single rope or tiny spike seems to breaks LoS and cancels casts, anything that could fix that would be amazing.

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