3..2..1 Stun spike & Win discussion
Its all about the PK, or should it?
Two things:
Anti spike consumables or skills.
How do you prevent a situation where just spiking PK determines the match? (this question I guess mostly applies to a small map like prison as levi and zikurat you can probably sneak a win into their base late game, but lets keep to the question about should spiking and PK determine the winners of a match very early on)?
Coordinated spike team vs random joins on prison map:
I've played alot of 2v2 on prison map. I've played with a friend where we would focus on getting PK through stunning and spiking. I've also been on the receiving end of this situation against two coordinated attackers while struggling to organize a strategy with just a random person.
On prison its very easy to tell who wins early on if you have a group focusing on spiking. Pushing people off the middle with kills or high damage you get to keep the flags capped and can prevent them lvling as they retreat or die.
What would happen vs two organized spike teams?
I'm guessing the first to get the get higher dmg / stun skills and push the other team off the middle will most likely win. I know you could argue other factors but for sake of argument lets assume both teams stay coordinated and together at all times.
Would you prefer to see items or skills that would allow a team losing to coordinated spike scale the difficulty it takes the dominating team to kill them or flag / xp deny them, and possibly turn the tables?
Thoughts on the questions above.
An anti stun or spike consumable skill?
Next time you are stunned instead be healed or speed buff?
Next time you reach 25% health you are immune to negative effect for x seconds?
What if the losing team has access to free effects or skills depending on the lvl gap? A team with a large difference in levels has their healing crystal pushed up or additional crystal? Or consumables are cheaper and more effective? or access to specific skills that are powerful and remain accessible as long as there is a specific level gap between the two teams.
I just feel if a team can't move out and gain any ground for xp and flags that there is really no chance for them to win. The increasing lvl gap and flag advantages just leads to a slow and painful experience that is if you don't concede early as the winner is already decided.
PS the most fun matches I've experience are the ones where both teams about more or less the same level, and winning was decided on chance kills, out maneuvering your opponent for flags, more diligently upgrading your base and who can take out more towers and such.
Please share your thoughts.