Beta map input

Beta map input

in PvP

Posted by: Spine.2763

Spine.2763

Hey Team

I’ve been given the chance to play through a few games on the new maps and i’d like to just share some input i’ve got, based on my last few playthroughs.

Spirit Watch

The new timers for the orbs are excellent! I feel the maps flow has been improved greatly. The players show no more obligation to crowd in the middle of the map and the pace at which the rewards come is appropriate for point balance and syncs well with the other pvp maps side objectives.

The removal of weapon skills has removed a few exploits in the movement balance between classes but not all of them. I’m unsure if its intentional that thieves using the daredevils “unhindered combat” trait can still sprint large gaps. But its been a nice advantage! Thanks for that! (y)

I have not had a chance to utilize the orb skills much, mainly due to the upper stated exploit. But they feature no movement adjusting actions so i happy for that.

Skyhammer

Skyhammer was once one of my favorite maps, and still has its charm, but i feel the lack of detail and enjoyment in the new map is almost just there to prove a point to the whiners!
However, I do like the new skyhammer platform. The positions of the blockers add an odd angle to watch for while in combat, but also challenges the person trying to exicute the knock offs with tighter shots.
The lower half of the map is very bland feeling however. There are many useless large under corridors newer players like to get corralled in. The new B area is nicer to look at and smoother to move and fight in. I feel less trapped in a snipers nest then before. But the large open spaces in the middle of the map need some kind of movement mechanic to add some intrigue to there multi-leveled design. I suggest putting the dispersing platforms back in to a few places not centralized around nodes. Just in the dead zones so its punishing to be caught of guard out there.

Side not to fix small sky hammer issue: SCORPION WIRE.

This utility skill has never been useful, ever. I have played thief since day 1 of beta and i cant say i have ever found use for it. Other then yanking frustrated people down holes. This skill needs to be one that is either buffed or removed cause it is a waste of hero points and a trick. (aka cant even combo weak “trickster” trait and “pressure striking”).

A longer knockdown would make the skill more useful. The ability to combo with “merciful ambush” by yanking downed allies to you (if successful hit) would make the skill more viable and open up build potential, would combo with “trickster” better. Or perhaps some kind of new condition effects tagged to it to catch it up and be kind of a reversal to “impairing daggers”.

Long message but i’ve been a very silent gw2 fanatic for a while and i thought id just share some input on the new updates cheerio!