Wanted to give some feedback on Skirmish as a game mode now that I've had a good few months to play it and also see how it is on wider release. I don't think it's beyond redemption and have had some fun with it, but there are quite a few flaws. I've put them into 3 main categories.
Respawns
-Respawns create a lack of intensity often, instead after the first few kills it ends up with people just trickling one by one. They could wait sure, but why wait when you have outnumbered team mates still fighting or are losing flags? The purpose of respawns was to keep people playing, so seems inevitable that they will just hold W and run to the fight.
-The above ends up punishing pushes and strategies as well - very often I've pushed with the team to take a flag and killed half the enemy team then set about fighting the rest, but during this enemies start respawning as archers in positions with perfect vision of where we're fighting. This is particularly bad on the forest map where they literally cannot be pushed in some spawns that nevertheless have good positions for helping on certain flags.
-Snowballing. Instead of gaining moderate equipment upgrades as a "snowball" in Warband, now teams gain lives as well as better equipment over their opponents. I feel for any new player that manages to make the shot of their life and kill the best player on the opposing team only for them to return as another mega unit. Any skill difference is now magnified by the extra lives a winning team gains.
-Personal preference, but a general lack of tension and reward from the existence of multiple lives. Feels like plays matter less, and attrition matters more (which is its own strategy, but less viscerally exciting for me)
Possible solutions: single life mode, longer respawn time, no heavy classes being able to spawn twice, spawn in waves or only when objective captured. No protected spawns!!!
Classes
-Armour and Heavy Cav is unarguably superior in every respect, and available on round 1, and you can get 2 lives sometimes from round 1 or at least by round 2. This has created a meta where people are extremely tanky. It's just not fun. By having the goal of making knights etc playable for all, this has had a negative effect on all play.
-Conversely, due to this certain classes are just useless, beyond as a hail mary 4th life. Fine for trolling I guess, but even that aspect is not as enjoyable as custom equipment.
Possible solutions: massively increase the cost of armoured classes, preferably not available on round 1. Alternatively, nerf armour.
Flags
-The 3 flags being there from the start encourages scattered play, in a game where numbers matter greatly every new player is given a bunch of things to head for a so split off to be mown down by cav or a deathball of armoured inf.
-Cavalry capping while being on their horse is a huge buff for them and further creates the scattered feeling of needing to spread out to multiple flags. 1 cav caps a flag miles away, 2-3 public players will often look at that and see "FLAG! Must cap..." Also makes cav essential.
-Frequently fights will end mid fight due to morale dropping, you can argue the losing team should have paid attention, but it is still anticlimactic.
-How the final flag spawns is absolutely not clear. It seems to follow the following spawn as final flag:
- If no flags captured, random
- If 2 flags captured by one side, randomly one of these
- If 1 flag each, the neutral flag
- If 2 flags captured by one side but one is contested, this one
- If 2 flags captured by one side, but one is contested, then another one, while the other team flag is being captured, the first contested one is the final flag
Hopefully you can see how this is confusing and can often be decided by things like a guy just randomly running in as a 2nd spawn on cav. Not good, should be clearer.
Possible solutions: Obvious how the last flag spawns (first flag captured, or cannot be the final flag from previous round, anything clear), Cav must dismount to cap flags, points awarded for capping flags but more if you're near team.
That's all for now...
Respawns
-Respawns create a lack of intensity often, instead after the first few kills it ends up with people just trickling one by one. They could wait sure, but why wait when you have outnumbered team mates still fighting or are losing flags? The purpose of respawns was to keep people playing, so seems inevitable that they will just hold W and run to the fight.
-The above ends up punishing pushes and strategies as well - very often I've pushed with the team to take a flag and killed half the enemy team then set about fighting the rest, but during this enemies start respawning as archers in positions with perfect vision of where we're fighting. This is particularly bad on the forest map where they literally cannot be pushed in some spawns that nevertheless have good positions for helping on certain flags.
-Snowballing. Instead of gaining moderate equipment upgrades as a "snowball" in Warband, now teams gain lives as well as better equipment over their opponents. I feel for any new player that manages to make the shot of their life and kill the best player on the opposing team only for them to return as another mega unit. Any skill difference is now magnified by the extra lives a winning team gains.
-Personal preference, but a general lack of tension and reward from the existence of multiple lives. Feels like plays matter less, and attrition matters more (which is its own strategy, but less viscerally exciting for me)
Possible solutions: single life mode, longer respawn time, no heavy classes being able to spawn twice, spawn in waves or only when objective captured. No protected spawns!!!
Classes
-Armour and Heavy Cav is unarguably superior in every respect, and available on round 1, and you can get 2 lives sometimes from round 1 or at least by round 2. This has created a meta where people are extremely tanky. It's just not fun. By having the goal of making knights etc playable for all, this has had a negative effect on all play.
-Conversely, due to this certain classes are just useless, beyond as a hail mary 4th life. Fine for trolling I guess, but even that aspect is not as enjoyable as custom equipment.
Possible solutions: massively increase the cost of armoured classes, preferably not available on round 1. Alternatively, nerf armour.
Flags
-The 3 flags being there from the start encourages scattered play, in a game where numbers matter greatly every new player is given a bunch of things to head for a so split off to be mown down by cav or a deathball of armoured inf.
-Cavalry capping while being on their horse is a huge buff for them and further creates the scattered feeling of needing to spread out to multiple flags. 1 cav caps a flag miles away, 2-3 public players will often look at that and see "FLAG! Must cap..." Also makes cav essential.
-Frequently fights will end mid fight due to morale dropping, you can argue the losing team should have paid attention, but it is still anticlimactic.
-How the final flag spawns is absolutely not clear. It seems to follow the following spawn as final flag:
- If no flags captured, random
- If 2 flags captured by one side, randomly one of these
- If 1 flag each, the neutral flag
- If 2 flags captured by one side but one is contested, this one
- If 2 flags captured by one side, but one is contested, then another one, while the other team flag is being captured, the first contested one is the final flag
Hopefully you can see how this is confusing and can often be decided by things like a guy just randomly running in as a 2nd spawn on cav. Not good, should be clearer.
Possible solutions: Obvious how the last flag spawns (first flag captured, or cannot be the final flag from previous round, anything clear), Cav must dismount to cap flags, points awarded for capping flags but more if you're near team.
That's all for now...








