So I played my first deathmatch without the power Sigil, and for the most part I think it’s a great change.
However I noticed that without the Sigil, there is literally no reason for a dominant team to NOT spawn camp a weaker team.
I solo qued and got put with a partial pre-made in voice comms. I didn’t join their discord, but I did stick very close to them throughout the match.
After moving through the middle of the Arcane University, and winning the initial skirmish there, we wound up at the green teams spawn.
The match started when the greens only had 3 players and for the entire match we swirled around their spawn, picking them off as they jumped.
Occasionally the reds would come and distract us and pull us off for a bit, but as soon as we sent the reds back to their respawn, the greens again were easy pickings.
I really don’t miss eating power Sigil boosted Dawnbreakers, but the Sigil objective would have stopped this spawn camping massacre from getting so bad.
First, either my team would have moved off the green spawn to get the Sigil, giving them an appropriate chance to mobilize,
Or,
The red team could have picked it up and sent us packing while we were camping the greens.
Also for the record I feel horrible about the spawn camping but I was just following the pre-made, and I wanted to secure a win for my daily to potentially get one of the new outfit style pages.
So again, I don’t miss the Sigil, but without it, or something like it, there is no reason for a dominant team NOT to spawn trap another.
What do you think? How have your deathmatches gone without the Sigil?
I hear ya, and I’ll say it again I’m glad the Sigil is gone.
Obviously the objective in deathmatch is to get kills and the Sigil was stupid broken.
All I’m saying is maybe there could be more of an incentive to stay moving and not spawn trap, or camp in one spot on the map. Maybe something as simple as an objective that spawns that gives the player(s) that touch it a small AP reward at the end of the match.
Something like that, IDK I’m just throwing out ideas.
ChrisToTheCanvas wrote: »
ChrisToTheCanvas wrote: »if camping another team spawn and choking them out is the optimal strategy for winning deathmatch then it is very much a gameplay issue
The only solution I see to the spawn trap thing is this; remove MMR entirely, back to pre summerset matchmaking. However, split the battlegrounds ques into two separate categories: 1-2 person ques, and 3-4 person ques. This will prevent premades from stomping groups of solos or duos, and will turn the group que into an actual competitive que. High level players who enjoy outnumbered combat can que as 3, intentionally gimping themselves a player for a more challenging game. Players that want to go in as a group of four can do so, and will be forced to compete with other four stacks.
Then again, zos is doing everything they can do cater to the more casual players and remove the skill gap from pvp. They'd never make a change like that, so enjoy getting out into horribly unbalanced games for the foreseeable future
Personally I think it added something to DM. It wasn't right / perfect but it added a dimension, a tactic.
It need toning down sure but I think some kind of spice in DM is needed.
I get why people hate it tho.
I wondered if a rotation of vMA sigils or similar would be better.
@Lexxypwns that’s not really true. I’ve fought teams that spawn camped for a while and eventually got pushed out and trying to drop into their AOE mess and fight my way out is a much harder and different experience than meeting them in the open where they’re much more likely to be engaged by the third team as well, where you have more options for evasion and LOS as well as getting to choose how and when you engage them. It’s much, much easier to crush people by spawn camping. Plus if you’re choosing to spawn camp a certain team that are obviously worse than your team you’re also making it very hard for them to place second which is still valuable in terms of BGs rewards. If your team is the pre-made group spawn camping then maybe from your point of view there’s no point in drawing out the match, but it’s definitelt a *** move and a seriously elitist point of view. This is why 4 person groups should be relegated to their own separate queue. Ive also been involved in fights at a spawn point many times as the battle often makes its way there, but my team has always moved away if we feel like that team has no chance of breaking out. It’s just a courtesy to keep the game fun for everyone. If I know a team is made up of worse or inexperienced players I’m not gonna make life harder for them (unless maybe they’re a bunch of proc set snipe spammers). I want them to have a fair shot at fighting. But that’s not just me.
Here’s an idea, don’t be a *** and camp spawn points.
ChrisToTheCanvas wrote: »