The problems with the new WvW map from the perspective of me, Lootballs from [Ash] (A ‘hardcore’ WvW guild on EU) with input from [Ash] and [VcY]. Sorry for the perspective changes throughout (I/our). We watched this primarily through Chemsorly’s PoV so bare in mind we only really saw the green colours PoV on buffs.
Some terminology:
FP = Focus Party, meaning Rangers, Thieves and Mesmers and Engineers typically.
Fair Fights – Not meaning equal numbers, but more both sides are on relatively equal footing.
Utility Buff/Debuff – Like Stealth/Reveal that can’t be boon stripped.
When structuring a reply please quote a number to allow easy discussion
My/Our concerns with the map (In no particular order):
1. The ‘jungle section’ is designed around karma training from the way I see it, with no possibility for fights due to the tight nature of the road. [Screenshot] To fix this I propose either a widening of the paths to about 2.5x their current size so you had more side to side movement and had the ability to move out of AoE. Without this the whole thing becomes a massive choke if there is a fight, making FP players useless due to their lack of non-projectile based AoE and low armor rating. When you widen the paths it allows for more horizontal movement so AoE becomes less efficient – as it stands it would be whichever group pushes dies. This then means that the “pirate ship meta” is more prominent. It is important thought that the sides of the bridges remain, to stop CC becoming too strong. This isn’t the only section that could use widening – the area from the trailer with stairs up [Screenshot] could either use a fence/wall along the side or a wider path.
2. The shrine buffs (the ones that trigger on interaction) are bad in our opinion. The problem with ±stat buffs is that it affects bigger groups more than smaller ones. Changing these buffs to only affect NPCs (±10% damage to/from guards) or to siege (±10% damage to/from siege) would be a big step for allowing fair fights. WvW is not about perfect balance, but a guild group should have a chance against a large public group without the larger group steamrolling with massive damage. We would prefer a rework that moves the shrines away from stat bonuses (such as damage) to either supply capacity or magic find/karma/PPT gain (or points per stomp). Personally another buff I would like to see added to them is “Sure footed”, which much like PvE mobs prevents you from being knocked off a cliff. You could also allow the shrines to allow wall/gate regeneration (a passive buff to all walls/gates that gives them small amounts of regen (1% per minute-ish seems about right, maybe have it scale with the number of shrines) which means that the “mega-lazer” has a auto balance and counterplay (since it’s every 3 hours).
3. Remove a large chunk of the ‘random mobs’ as we dubbed them. (I mean they are even in the spawns, where players are invulnerable [Screenshot]) This is Griffons and so on that are around the map for ‘scenery’. The problem with this is in open field fights players can use them to rally. From our point of view this is a bad thing, due to trying to get ‘fair fights’ with guilds then you include ‘random rallying’. The way to fix this is removing a large portion of them, which might not be ideal, or increasing the time they take to respawn to ~5 minutes. There is a large portion of chokes/open field areas smothered in these annoying pointless NPCs (Giant Beetle) that need adjustment. Canyon spiders should also not have immobilize (along with anything else with immob/hard CC). It’s a bad design choice in our opinion to make the random mobs a threat in a PvP zone. Eternal Necropolis is an acceptable level of ‘random mobs’.
4. A large portion of the space is ‘wasted’. The northern corners will be uninvited mostly, due to a lack of objective in them. A solution to this is to just remove them, slightly shrink the maps in the corners, or to make them relevant – akin to what the quaggans used to do or something similar (Like an objective that adds an extra NPC to each dolyak on your team). These spots aren’t really an issue though, I would prefer them to stay then them to be filled with “useless PvE junk”. If you can’t find a legitimate purpose for it, leave it as is. A map big for the sake of being big is just bad.