I agree with OP's post. I also understand why many folks may not like the game mode because of the long re-spawn time. I think one possible solution would be to massively increase the reward for breach game mode.
hypothetical example would be if you get 1 steel per minute of play have breach give 3 steel per minute. This way reward is triple every other game mode.This would make playing and sticking with the game mode ideal and people who still rather re-spawn quickly and fight again can still do dominion and/or other stuff.
This is just a suggestion, perhaps it's not a good one. People might complain that breach rewards more points and "they don't want to play it."
Skirmish respawn times are less than 7 seconds usually. Much lower than dominion, fast lower than tribute, and is not played nearly as heavily.Originally Posted by Kryltic Go to original post
Dominion is the most played mode because it offers good balance of teamfights and objective based gameplay. It still can be won by ganking on some maps but there are still objective capture that helps, and tactic.
Skirmish is too chaotic and to get ganked or to gank for the whole match is not so interesting. Also its unlogically hidden with duel-like elimination in pair. It also doesn't help.
Tribute on the other hand is too heavily objective based, and too chaotic with 3 staffs going back and forth in balanced matches. And too fast to win in unbalanced.
What I like about siedge is that it has both team fights like dominion, and also heavily objective based. But at the same time have big rails to follow, and not that chaotic.
On the topic:
Also I dont really care about tickets, untill they are balanced right. I even like it more when I need to have actually different perks/feats builds for attacking and defending, based on tickets and one way zones.
Defenders have no tickets, no, they also don't regain control of any lost objectives. They start each of the first two phases with two archer zones that cut down minions pushing the ram and with control of the cauldron area which means their minions will be the ones backing them up if the teams fight over trying to use or prevent use of the cauldron. This is why the longer respawn times also need to be a thing because what balances the lack of tickets is once they lose one of these zones it is for keeps and taking out one or two gives the attackers the advantage, a total team wipe if they all happen pretty close, along with the distance the first two zones are from defender spawn, means that the defenders will likely lose a zone.Originally Posted by SpaceJim12 Go to original post
Deathballing is only really a problem if the defenders are able to spawn camp the attacking zone or if the attackers completely lack co-ordination. I don't know what the attacking meta will settle as but I have found more success in teams that stay together for the first part of each phase in an effort to take the first two zones, by the end of the first phase they should have an idea on if three or even two of them can hold four which gives one of them the freedom to clear minions from the ram area and to stay near the ram, both conditions of which beign together cause the ram to move at double speed and strike at double speed when docked. There is also the size of the map, the defenders are not able to deathball everywhere at once and they will either lose the zones or they will lose time in which to take attacking tickets or damage the ram, they can't have it all.
Here is the thing, it is not kills that decide a game but controlling the battlefield, a well co-ordinated attacking team can interrupt executions and cover each other as they revive or go to the heal point, kills don't mean points but deaths mean loss of resources and/or battlefield presence for both teams. As far as I can see the main strategy for both teams is to push together until they have a time they have a numerical advantage either in people currently being dead or in that they can at least hold the other team to a stalemate which lets them look towards getting the shield buff for the ram or gate, the neutral guardian or in speeding up or stopping the ram, the ideal situation is to have three pushing the zones together and one at the ram area if they are able to either split the focus of the other team or fight at a numerical disadvantage.
Yeah but ultimately, it IS kills that decide the game because once the attacking team reach the commander, they either kill him or they run out of tickets. If their tickets have been severely depleted during the first two phases, their chances of killing the commander are slim to none. That's why ganking as defenders is a sound tactic.Originally Posted by CandleInTheDark Go to original post
If they removed tickets until the final phase, or if they guaranteed a minimum number of tickets for the final phase it would alleviate this issue but as it is, I've seen attacking teams get to the commander with as few as 6 tickets left.