I've been doing some BGs again since the Clockwork patch hit and have been having fun. I just wanted to share a few thoughts I had and see how everyone else was feeling. I would love if the developers would read and at least consider some of this.
CAPTURE THE RELIC
I just wanted to say GREAT change to adding the cast time to grabbing the relic. I wear heavy armor so I prefer to guard our relic over running one down. It was incredibly annoying in the past how someone could just zip in and take it so quickly that there was no counter-play. This forces the runner to take it by force if someone is guarding it.
DEATHMATCH
I am not a fan of the sigil of power. It is too strong and too random. If there HAS to be a sigil here are a few suggestions:
- No spawn at the beginning of the match. Why make things lopsided right off the bat by giving one team a lot of power who just happened to be by where it randomly spawned?
- Take away the randomness. Either spawn it in the center every time or in a spot towards the base of the team in last place. This will give it sort of the mario kart "blue shell" effect, but teams not in last will still know the spawn location and could possibly get there first.
- If it HAS to be in a random spot, tone down the power of it OR make it so that only 1 team member gets it (whoever activates it).
BALANCE
Ok don't kill me here guys. I main a DK in pvp and a sorc in pve. These are just some things I've noticed. I'm open to the possibility that I'm looking at it from the wrong perspective.
- Sorc's Implosion - Mage's wrath already sucks in that it goes off at a threshold and not at the time of cast, but at least it is based on a SPECIFIC ability cast. What is the logic behind implosion? It is frustrating when you don't know why you died, look at your recap, and see implosion for 5-6k damage. Where is the counterplay to that? It just happens.
Suggestion: Tone down the damage from implosion or take it away. Sorcs already have a strong execute.
- Cliff Racer's Spam - Did they really just want the annoying factor from the original morrowind to carry over and that is why they are undodgeable? I get that you can block and line of site them, but sometimes it isn't really an option. Example: I'm running towards the power sigil and there is a warden behind me also running towards it. He is spamming cliff racers at me and there is nothing I can do to stop taking the damage other than divert from the path and let him get the sigil, or stop and block...and let him get the sigil.
Suggestion: The easiest would be to make them dodgeable. If this won't work, penalize the warden for continued use of it within a certain time period. I get that it is their spammable but if it can't be dodged, there needs to be a timer, maybe 3s after the 2nd cast, that causes the ability to increase in cost.
I'm very open to other opinions and that I could be wrong on some of this stuff. Let me know what you guys think.