It was an interesting fight that I personally enjoyed! However we did have some issues at the start because one of the two guild leaders didn't come online. So, I had to create another tag and recruit for both guilds.
Since most of the guild members don't have a forums account, I will be sharing their feedback for them in this post!
'The spikes are hard to dodge, they second room should be easier to pass for the attackers. I don't like the fire spinner, I think it should be removed.'-Rexx
'Water effect good. Fire bad, should least hi you but not push'-Moi19' I think he meant to say we should be able to blink through the fire spinner.
'Was good because it was similar to a riot, people were capable of getting kills quickly' I don't think this feedback very useful because, half of the times we wasn't capable of getting kills because an admin disabled this feature when the tower gets packed. Or, it automatically get's disabled when players reach a specific number inside the room/tower?
'I hate the whole fire thing'-VB
'the tower is good and enjoyable'- Alqubaisi
'Nothing was bad everything was super good and exciting'
'everything was good but the flag room sucks, it has to be bigger' REYBOLT
'Needs more leverage- there was only one entry point, and too many obstacles' -Damian
'The layout was cool. But the spikes gotta chill' - Lili M
'It was too ez to take tbh just a simple regroup and that's it'
The people who has forums account, might post shortly.
I personally think the tower was enjoyable and fun! I have noticed two things:
The tower is extremely hard to take over without pulling both chains.
It takes time and effort to push both of the chains yet, some players needs to distract the other team in the flag room or even take over the flag while the defenders are busy with defending the chains.
After both of the chains are pulled, you're most likely going to lose the tower.
I personally found the spikes easy to dodge which made it easy for me to rush towards the flag room but, for the players who can't dodge, they should go through the fire spinner.
After the water is activated, defenders are not capable of defending the tower except by defending the flag room. I believe the spikes in the second room should be removed too after the chains are pulled, so the defenders can walk confidently in the second room which will allow them to decrease the health of the attackers before they enter the flag room (when the water is activated).
if you have more than 15 defenders, it's pretty easy to keep the chains safe and almost impossible for the attackers to be capable of pulling it. You should either re-consider the positioning of the: flag room entrance, 2nd room exit (where the attackers come from) and the chains positions. Or, add a way to make the attackers capable of defending the chain puller from getting hit from the tower defenders/any other player.