This thread is for objective skyhammer feedback only. Constructive criticism is encouraged. Whining is not.
I’ll start it off. The question in my mind with skyhammer is: am I outplaying the player, or outplaying the map?
Map mechanics are fun and add variety, but should not do the heavy lifting for the player. It is Player versus Player afterall. Can you capture an orb, treb a node, attune to stillness, and kill svanir or a lord to aid your team in victory? Absolutely. Do you camp there all game and rely solely on the effectiveness of these mechanics to win the game? Probably not.
The cannon ‘attunement’ mechanic is a smart and creative way to control a neutral siege. However, like most people have already said, the fall-away floors tend to encourage cheese play. I think the fall-away floors should remain as-is in the cannon room, but leave the one’s around the nodes static or only have them break when the cannon hits them. This will force people at the nodes to still outplay the player, not the map.
Also, considering the high amount of damage and area control the skyhammer provides I think the turning speed should be decreased. ex. if you are blasting B and turn to blast A it should take a couple seconds to swing that monster cannon over to A. That way the skyhammer will be a supporting mechanic instead of the ‘be all, end all’ answer to controlling the entire map. If you want to keep the turning speed as-is then maybe a longer CD , cast time, or a smaller AoE will help balance it out.
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