I just want to say that I love the assault mode changes in the experimental tab.
In my opinion, you should definitely implement it to the live version of the game…
Good job with this Blizzard! thank you!
Does anyone agree???
Not allowing the snowball effect is really nice, and by snowball effect I mean the attacking team after they capture point A will usually steamroll point B due to their Ult charge advantage.
But, that being said, the expiremental card could use alot of trimming and polishing, it feels really clunky to have to pick your character 5-6 times.
about the pick character situation i agree. it’s pretty annoying…
It’s also not very clear which point you are on, and it can be easy to lose track of where you are at in the rotation, especially on a high cap count game. Especially since the defender spawn is traditionally the same for A and B and you have less time to pick/swap.
well… it could be sometimes confusing but generaly it’s pretty clear to my opinion…
I completely forgot about that. Is it still going on??
I think so. It is the latest Experimental change.
For me, it’s kind of hard to form a real opinion. Certainly, it does what it was supposed to - it negates the snowballing effect that comes from ult advantage. But that’s not the only thing causing the snowballing, and the rest is hardly affected; the sheer imbalance between attacker/defender (even if it switches around moment-by-moment) in the maps is still there, as is the fact that a good teamfight win for the attackers will in practice mean immediate capture of Point A, and that the maps (with their strict chokepoints near Point A, and very advantageous defender positions nearby) aren’t that well designed.
It also has a few negatives on its own: The matches may be over very fast or feel longer than they should, depending on how single-sided it ends up being; the matches don’t feel smooth, instead hopping between getting ready and a burst of action even more than usual; and there’s less feel of one larger map than there is of a bunch of separate, very small ones.
All in all, I don’t like it that much, but my comparison is also to the “regular” ruleset instead of competitive (which it seems to be more intended to replace), which colours my perceptions a lot. It does mostly solve the (very specific) problem in the mode it was meant to, but leaves others unsolved and brings different ones.
I like that its much more commitment to point A
And not just a: Defend B
You actually play point A
And not just 1 fight. As usual.
I wonder how it goes into qp.
As it would make it much more enjoying.
Compared to full cap B or lose even if the enemy couldn’t even get point A.
I agree. Point 2 is much easier and less frustrating to attack when there is a re grouping.
But I still think that the way to point A is to long and to point B to short for the defenders.