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Main thing I dislike; the defenders seemingly don't care about trying to defend or use said magnets.
Other things I dislike:
-defender's walk to the flag is very short. It basically makes rushing to the flag the most viable strategy at the moment.
-I would really like for a way for attackers to "attack" the defenders in ways similar to the pressure plate. When you activated those the defenders suffered for their lack of strategy/diligence. This layout doesn't have anything like that. Which, again, just makes it a race to the flag.
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Again, there is no threat on the tower, that's why the current guilds just rush flag. We can't really judge the tower'a mechanics bases on how the current guilds defend/attack. The best thing to do is to create predictions and assumptions on how the strong guilds will use those mechanics. To make it easier to test out those mechanics, I will organize another towering fight. It will probably be on the Sunday at 8pm GMT/3pm EST. All the important details will be in my game status, feel free to pm me for more details. In each guild we will have between 10 and 15, not more! So it can be a realistic fight, to demonstrate how skilled players will use the new mechanics. Last time I had to recruit for two guilds, I don't mind doing so again. But, if you would like to volunteer and create a guild roster that is made of professional players who has towering experience, please private message me in-game.