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Chaosball is a terrible game mode
Even if both teams are pretty close in team competence level and effort it is too snowballish as of now. A head start from one team is too tough to catch up. Usually the team with the head start wins the entire match and it is futile to even try to alter that. This is a bash to team motivation and probably the most reasonable approach is then to let the winning team keep all three orbs to get over it quickly in the hope to be aloted to a team with the head start next time.
I don't know how to make this game mode more interesting and more ballanced.
I understand that applying a dot for the orb bearer was intented to do that trick but it is apparently not working well enough, specifically with 8v8 where there are sufficient players around to pick up the orb before resetting in case the dot is not outhealed.
Perhaps other ideas could work better although I cannot tell for sure:
- if one team is lagging behind it gets an increase in score rate for each orb. It might be even debatable that if one is behind a certain amount the score for one orb is doubled or even beyond that.
- Instead or in addition to the dot the orb is automatically lost and resetted after some elapsed time.
This is just two roughly sketched ideas. Dunno if they'd work out.
As of now chaosball is just a terrible game mode for BG.