Im afraid you are missing my point mate. Its not about rdps friendly or melee friendly. Its about complete no risk taken by some teams because they immediatelly withdraw to guards safety and doesnt even try do anything for the rest of that scenario.Arbich wrote: Thu May 10, 2018 3:29 pmI looked at the video (only the part about highpass cementary sc) and tell you again: You are wrong about highpass cementary.Gravord wrote: Thu May 10, 2018 2:59 pm Look video above and tell me again im wrong about High Pass Cemetary...
Temple of Isha, as stated, even with capping flag and full wipe on enemy team (which wont happen anyway with guards 20 meters away from center of the map and healers who can walk) will still take close to full duration of the map.
I also quote myself:The enemy team in your example never dominates the battlefield, while staying safe near their guards. They capped the objectives not once(!) for full duration in sc. We had (for a time) a 6vs6 against a rdps premade in high pass cementary recently and while they were nowhere near a pushover (with 2 rr80 rdps), but they suffer the same as all rdps groups-> lack of pressure. There are enough obstacles in high pass cementary to hide from rdps and wait for a good moment for push. I agree that high pass cementary is one of the sc that are more favorable for rdps (black fire basin even more), but so what? There are other sc like gates of ekrund which favor mdps. I like this diversity.Arbich wrote: Thu May 10, 2018 2:05 pm Guards are usually only an issue, when one vastly superior side wants to farm the other side.
When thinking about, you maybe right about temple of isha. The ticks could be a bit faster.
Image situation where theres barrier that doesnt let them back, range and healers have to actually start kiting as they should, tanks have to support them and prevent melees getting too close, you rather have "flee 10 meters to be safe"? or see teams constantly kite, move around and look for opportunity to fight back? If my team follows and try kill them - we are leaving objective giving rest of enemy chance to either take it or sneak up and flank us. Stuff can happen, can go good, can go wrong, but there will be fight involved and thats should be the point of scenario.