This is completely unrelated. Maybe try posting this in some other thread more related to you problem. Or make one. But not here.Originally Posted by Araujo557284 Go to original post
Another thought I had, could help.
Rework for ballista: revert nerf to damage on this. Make center mass hits on units(ally and enemy alike) one-shot kills, and give back the ability of the ballista to damage the ram(values would need balancing across the other details listed)
My reasoning behind this will become much clearer at the end, but the main focus here is to put the ballista as a steady objective that if ignored, can turn the favor of the match to one side. as for the damage values to the players and ram, I feel this too would be equally beneficial as it would provide key options for teams, do you assist your allies, or do you focus on the ram? Especially knowing you might kill them instead. (that's a preference of mine, totally understand the player damage would be distasteful to some.) As for ram damage, this is crucial for both players, as defenders, it could be the best means of doing enough damage to the ram at all, especially since currently, archer points once captured are no longer able to be recovered.
Offering: The field token is a big thing here, as it ties together the entire tug of war that is going to happen. I feel it should now serve a dual purpose. 1 is to provide a shield to the gate up to a max of let's say, 2/3 of current remaining HP left. (this way you cannot prolong gate defense indefinitely) 2 is to repair the damage done to the ram.the best way to achieve a balance in the mode is to provide each side with routes to sustain a push or charge and recover afterward.
Next up, Guardian: This one is a huge deal right now, cause as is, I just don't think it's such a good idea to give wild super buffs to players for facerolling an NPC. Instead, the team that defeats the guardian recruits him and a team of elite fighters(maybe 3-4? But definitely, each one is essentially a lvl2 bot) to fight for them, cutting a swatch through to the ram and or gate, thus setting up the potential for a devastating push or halt.
The commander phase is still one that stumps me as far as something I think could be a fun and challenging means of making that phase not just a mash of 8 bodies all flailing around trying to bash away the zones and boss.
After a few games, I feel that the defenders have the advantage. None of the attackers I played against made it to the 3rd phase.
Single pick is nice. I don't know why people complain.
The guardians buff is nice. Every 2 1/2 minutes might be a lot though.
Nice job for the ticket's removal. It's not a skirmish, people need to understand that.
Thank you for trying to make breach more tactical .
how about giving the defenders tickets through the first 2 phases? this way the attackers have a win condition that does not involve going through all 3 phases, much like the defenders do by destroying the ram. when you think about it that's why walls were so important in sieges. if defenders outnumbered the attackers then why are the attackers sieging in the first place? also don't follow through with single pick. shouldn't be in a game that requires people to unlock most of the roster
The removal of attackers tickets puts emphasis on playing the objective, which is nice.
The ram is a bit to fast now; I'd like a balance between the current and the original Speed.
I'd like some more to do for both Teams, objectives with actual Impact besides getting the flag to the ram/gate.
I have seen some interesting suggestions for either replacing the Guardian with some sort of secondary objective or, a bit simpler, changing his triggered mechanic upon defeat. The Devs obviousely recognize that he Needs changing, as they tried for overtuneing his buff on the testing grounds. Yet that doesn't work. To become meaningful he should be changed to something that influences the objectives, like buffing the Pikemen or giving the support of higher-tier Units or the like.
Concerning objectives, archer zones are still only a concern for the attackers. Capturing them feels as unnatural as ever and only Benefits them, no real struggle in defending them. So not only might makeing them into capture zones for both Teams add a bit more tactical value to them, but also create an opportunity for fights to happen there. Maybe find a way to make captureing These have more of an Impact even when the ram has moved past.
As stated by others, both Teams should have meaningful objectives to achieve that warrant Splitting up or even achieving them. As such, all objectives should be contestable by both and be a constant concern.
Speaking broadly, I'd like to see not only more but also more impactful mechanics added, with wich Players can influence the match directly. Adding different valuable objectives reduces deathballing and enhances the feel of actively working towards Victory.
Currently I don't have any ideas concerning commander Phase, yet it probabely could be made better too. The only complaint I have would be that the commander gets way to easily drawn out into the attackers pikemen. Maybe the complete Phase has to be redesigned, to become both tactical and fair.
Hope this helps.
I few things that would help this mode:
1. Guardian makes a different buff: whoever's team kills it will make a new wawe of pikemen spawn, these ones with a full shield and the inspire buff. They will either force the attackers down to deal with them, or will help them to focus on other objectives. Respawn should be 3 minutes.
2. The ballista should be able to fire bolts on the rampart for It's entire root. Or there should be a second one that can shoot what the other can't (excluding phase 3).
3. Defenders should be able to capture back archerpoints, and their soldiers should not stop spawning once the cauldron area is lost. Of course, they would also follow a linear path.
4. A Banner should spawn in the third phase too. For attackers, it should grant 3 tickets and 60 extra seconds. For the Defenders, it is 150 HP restored to the commander.
single picks is bad.
why bad? good luck trying the new hero in the first 3 weeks after its release. make a second breach game mode for more competativness where you add single picsk and monon faction but never ever add single pics to defualt breach.
remake the buffs from the guardian.
killing the guarding gives nothing for the objective!, and the objective in breach is not killing heroes, it is either pushing the ram or stopping the ram!.
bonuses given by killing the guarding should NOT be hero buffs, but instead something like; a reinforced wave of spearmen that has double health to push the ram, or for defenders a wave of fighters that will activly try to retake the controlpoints taken over by the atackers.