Quote Originally Posted by TimotheusReed View Post
Really? There is already no one playing GNB at the moment. And I don't feel the GNB buff did make GNB overpowered.
I don't know why of all classes you suggested nerfing GNB again.

I still feel we should get CC-immunity on our LB. I also agree with being able to Draw and Junction friendly targets.

Edit: Also i looked at your profile and almost all classes you want to be changed are classes you either don't play or don't seem to main (because they are all beneath level 90).
I know people can still play classes in Pvp even though they aren't max level. But usually people main the classes they already played till endgame.
And people who want unwarranted and overpowered changes are often people who "main" a class - such as wanting CC immunity on an already overloaded LB. If you don't think GNB is overpowered after the 20% hike, then you aren't playing it right. Try dipping out of DPS junction for once and seeing how broken 20% extra AOE healing is in a sustain comp or how 20% extra shielding makes you tankier than a paladin while also having much higher DPS. Particularly if we let D&J target allies, as it should, this would make GNB by far the strongest tank if it keeps the 20% buff.

Quote Originally Posted by Mahimahi View Post
To be frank, watching the timer should also be a skill learned in PvP. I've matched with players who only seem interested in fighting rather than playing the objective and I've made this mistake myself many times because of hard tunneling. Once, I won a match when the entire enemy team was escorting the crystal and I just dived into the middle of them. By all rights I should have died, but they are so used to kiting melee that they ALL moved off the crystal and the match was awarded to my team, while our teams awkwardly looked at one another in the post match period.

If you make it very apparent that things are about to take place in the match, like the bombs going off or the winds are about to hit, then people will make fewer mistakes. And often what distinguishes good players from bad is how well they remember their mistakes.
I will always favor clarity over "well you just have to learn how to overcome this dumb, pointless missing UI thing." UT and Quake didn't suddenly become less skillful because there was an announcer counting down the last ten seconds. Neither would this mode.

Like I said: people being made aware of the countdown *increases* tactical options because there's now a much higher chance of everyone noticing and being aware of it and positioning themselves accordingly. Even moreso if we revamp OT to not require teams to camp on the point and instead make it a flat duration, or some other similar overhaul that expands options.