Hey. I want to talk about a specific, reoccurring situation that I've been seeing cropping up playing against the Spirit tether. For easier reference, I'll be speaking of something that just happened very recently in the Orrery.
I lead my group to the Orrery. I look inside the observatory and see Czcibor camping on top of a glyph of clarity. Immediately, most of us know what this means.
"We go in, we get trapped, glyphed, rivered and our group gets split up and picked off by their superior entrenchment. Our only reasonable option is to charge in and hope for the best (to be able to regroup fast enough), or to not play."
So I make the call, we go into the room, and sure enough. Trap procs, killing my command stack to move past into an adjacent room, some of my team gets rivered up into Spirit's team within 0.02 seconds to die. I just don't see the counterplay to this, am I missing something? Here are some of the options we considered.
- I could have phased in and hypno'd Czc, but I don't have the snapping arti.
- Traps interrupt command stacks to bypass.
- I could have used a sect ghost arrow to try and sneak in before he got the chance, but he could have been shielded and I didn't have any anyways.
- We couldn't prism or track in. Different area, indoors.
- I could have phased in and they could have portaled to me, but nobody had a wand.
- We could have left.
Obviously, I'm hoping river gets addressed this classlead round. I don't have any reasonable solutions to tune it without making it useless at the moment though, so I opened this thread for ideas so that when classleads come, we can have a direction of what to ask for and what people would find reasonable on both sides of the fence.
I'm not opening this thread to talk about the imbalances between Spirit and Shadow, labyrinth vs river, etc. The game is imperfect, this is just something that struck me as particularly powerful for one person to be able to do, given Pit was nerfed for the same reason (and yes, I agree Pit was too powerful in that state).