Quote:
I'm rather torn on this topic. On one hand, spawn camping is no fun for those being camped, and it certainly does feel to them that they're unable to actually participate in the match. On the other hand, going behind enemy lines and cutting off reinforcements is a classic war strategy that is very valid.
I remember spawn camping in level 50 FL a couple times (I didn't play FL as actively then as I do now, though), but I have only seen my GC do it once in Seal. I didn't find it particularly fun myself, as I didn't feel like we were really doing anything other than being a scary wall. They didn't leave their base because they couldn't fight us, and we couldn't hit them because they were on base. It was a lot of standing around for very little gain.
Quote:
Ultimately, though, this should be decided by the Rule of Fun of game design - if it's not fun, don't have it. Or, in this case, if it ruins the fun for many people, don't have it. It is, in fact, no fun for those being camped, as they feel like they're missing out on the match entirely. That's nothing short of frustrating. As such, I agree that something should be done about the spawn camping.
Thank you.
Quote:
I prefer this solution, as it puts taking out the spawn campers in the hands of the players. Two cannons would be good. The cannons should also have a special flare shot which can un-hide any hidden NIN in a very wide range (basically, a ranged, ground-targeted version of Detect with a ~10s CD from each cannon). This solution would not stop spawn camping entirely, but would give the camped players the proper tools to fully deal with the spawn campers, regardless of their numbers.
I think the easiest way SE could elevate this issue without having to put too much time into it, would be to extend the invuln buff to last (I'm going to say, roughly) 3-5 seconds after leaving one's base. It should be long enough that one on a mount can