Obelisk useful?
Zesbeer
so i have been noticing in HA and RA that these rarely get used and if they do get caped no on the other team ever bothers to cap. and that it dosn't do much to help, or change the out come of the battle. so my thought is A change the fireball to a monster skill so anet can change the power of it with out changeling the skill fireball it self. and change the skill Obelisk Lightning so it actually interrupts like its suppose to.
Tyla
I don't think it's really much of a difference in winning or losing, since you have quite a small area of effect from the obelisk.
Easily avoided, tbh so...not really.
I think it's really down to bad design, since if you make it map-length, there's no chance of a comeback on the other side, so it would be imba.
Maybe make it map length, but make it target 1 person?
Easily avoided, tbh so...not really.
I think it's really down to bad design, since if you make it map-length, there's no chance of a comeback on the other side, so it would be imba.
Maybe make it map length, but make it target 1 person?
Zesbeer
yea that could work. i wasnt trying to say that it should be overpowered i am just trying to make it be more of a viable stratige and make it so people play builds and stuff to acomidate it a little bit at least. i am just pointing out that there not used.
Tyla
Yeah, I know.
It wouldn't be the build that would change though, it would be the strategies.
It wouldn't be the build that would change though, it would be the strategies.
Tearz1993
Meh usually I just bring a flag incase they try to cap it... otherwise just drop it and fight.
Zesbeer
thats exactly my point. they should buff it in such a way to make it worth it.
Kanyatta
It adds a little pressure onto the other team, hardly "worthless" but not quite "worthwhile".
If the obelisk could interrupt, it would be too powerful. Not even the flag stand in GvG would be that important.
If the obelisk could interrupt, it would be too powerful. Not even the flag stand in GvG would be that important.
Stella/Shin
yeah the obelisks are pointless... they need to make them more worthwhile or just simply remove them because they just get in the way and give no team an advantage if capped.
Itokaru
They pwn me =(
Then again, I'm 'hit and run', so I rely on natural regen for healing, which the Obelisk messes up pretty bad...
I agree that they should at least make the obelisk worthwhile to capture...Maybe decrease the time in-between fireballs? That way it's not going to do much damage, but it will give a little bit of constant pressure.
Then again, I'm 'hit and run', so I rely on natural regen for healing, which the Obelisk messes up pretty bad...
I agree that they should at least make the obelisk worthwhile to capture...Maybe decrease the time in-between fireballs? That way it's not going to do much damage, but it will give a little bit of constant pressure.
gameshoes3003
The only obelisk stand that I find worth is the one for the Factions arena, whichever map that would be...
Reaches most of the map, stops runners from natural healing... yep...
Then the one for the Hero's Crypt, trash...
Reaches most of the map, stops runners from natural healing... yep...
Then the one for the Hero's Crypt, trash...
runchippyrun
Yes they are usefull but not important but im a r9 almost r10 and my guild is starting to just cap them since no ones else is and its a little bit of pressure so i think ya go for it but dont be like gvg flag cappin on it
HawkofStorms
It provides gradual pressure. It slow, drawn out fights between even teams, it can help a lot.
The problem with it in TA/RA though is it is difficult to have a flag runner. Having one guy be out of the fight for ~30 seconds to go get the flag again is tough.
Also, most of the TA/RA builds are spike builds (sins, etc) that kill quickly anyways. Few RA games last long enough for the gradual pressure to matter since they often lack monks.
The problem with it in TA/RA though is it is difficult to have a flag runner. Having one guy be out of the fight for ~30 seconds to go get the flag again is tough.
Also, most of the TA/RA builds are spike builds (sins, etc) that kill quickly anyways. Few RA games last long enough for the gradual pressure to matter since they often lack monks.
Zesbeer
i dont think the pressure is enough to notice or make people whant to cap. i dont know what they could change about it to make it not op. but i do think thouse maps should be change in such a way to fit what kind of pvp they are doing. like maybe in ra it dose a lot more damage then in ha where it provides interrupts or something.
HawkofStorms
Well, if you think about it, its no worse then ~3 degen of pressure.
So, curse necros are worthless then? Its definately (if you do the math) enough to matter, but as I said, only in long drawn out fights where energy becomes a problem on monks.
So, curse necros are worthless then? Its definately (if you do the math) enough to matter, but as I said, only in long drawn out fights where energy becomes a problem on monks.
Pyro maniac
seeing the little effort to cap them, it's fair.
Zesbeer
just wanted to give this thread a bump to see what peoples options are after the ra/ta weekend.
Shayne Hawke
Obelisks are there for pressure, and in my mind, they might help out a lot more than thought. My experience with them is mostly limited to RA.
If both teams forget to take the flag, no big deal.
If one team takes the flag and the other doesn't, then the team that took the flag would have a significant advantage if they would be able to break through enemy lines to get it to the obelisk.
If both teams take the flag, most likely, they'll fight over the path to the obelisk, or at the obelisk. I'll assume both teams have intelligent players holding the flags and are waiting for the other side to cap the shrine so they can overcap it. The player holding the flag that's pressured the most will either die and lose the flag, or they'll put it on the shrine, allowing the other team a good chance to take the obelisk and put even more pressure on the enemy side.
As far as your suggestion to change it, I don't think it needs more damage, but changing it to interrupt might be a good enough reason for both teams to want to fight over it.
/signed.
If both teams forget to take the flag, no big deal.
If one team takes the flag and the other doesn't, then the team that took the flag would have a significant advantage if they would be able to break through enemy lines to get it to the obelisk.
If both teams take the flag, most likely, they'll fight over the path to the obelisk, or at the obelisk. I'll assume both teams have intelligent players holding the flags and are waiting for the other side to cap the shrine so they can overcap it. The player holding the flag that's pressured the most will either die and lose the flag, or they'll put it on the shrine, allowing the other team a good chance to take the obelisk and put even more pressure on the enemy side.
As far as your suggestion to change it, I don't think it needs more damage, but changing it to interrupt might be a good enough reason for both teams to want to fight over it.
/signed.
Div
It's just there to push to balance to one team or another. However, RA teams' skill level is so drastically different that it usually means nothing. In GvG for evenly matched teams, it would actually make a difference.
RavagerOfDreams
in ra i really don't think in matters
the one in ha doesn't really matter to me either as the teams i play with usually take the main fight to the opposite side of the obelisk
the one in ha doesn't really matter to me either as the teams i play with usually take the main fight to the opposite side of the obelisk
Zesbeer
maybe what they should do is split the obelisks into 3 different balance stages. ie one for ra one for ha and then one for gvg. so then they could buff them accordingly in ra it should be something people want to cap same with ha. i for one haven't had much play with it in gvg but my guess is how it works it gives you moral boost as well as a defenceive advantage. maybe that should be added to those ra maps? also i think for ha the range should be increased so it hits most of the map like 80% i think that alone would make a lot more usefull.