Eternal Coliseum must be removed from ranked

Eternal Coliseum must be removed from ranked

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Posted by: Mel.3064

Mel.3064

I think Eternal Coliseum must be removed from ranked games. It is a terribly unbalanced map which heavily favors the red side and classes with blink abilities.
The red side respawns close to the 20% dmg buff which is massively more valuable than 5k health and a single rezz (which can be skipped with the thief elite lol).

Eternal Coliseum must be removed from ranked

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Posted by: Okhu.7948

Okhu.7948

Disagree. 15charr

Eternal Coliseum must be removed from ranked

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Posted by: Zaxares.5419

Zaxares.5419

While I agree that the Shield buff needs, well, a buff, I do not support seeing this map removed. Different maps favour different builds and team comps, and this is exactly the kind of diversity we need in PvP to keep things interesting. If you get put into Coliseum and your team has no mobile classes, ask someone on your team to swap.

Eternal Coliseum must be removed from ranked

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Posted by: Mel.3064

Mel.3064

Swapping just makes things worse because very few people are similary good with multiple classes in gold/platin. If they switch to other classes they usually make things worse instead of better

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Posted by: ZeftheWicked.3076

ZeftheWicked.3076

Agreed that this map is disgusting and poorly designed. It does not belong in ranked at all. Here are but 3 cardinal sins, each being enough to scrap it imho:

*1. Near instant buffs.* - there’s hardly any channeling time for them and as result 0 opportunities to chase and fight for’em. On top of that classes with shadowsteps and teleports are basically guaranteed to get them free over rest that has to honestly climb for’em.

*2. Access to outside points way to easy from mid*. Guys from mid are free to invade your close using a nice shortcut while guys on the outside have to take the long road around to mid. Unless *AGAIN* you have teleports or shadowsteps...

*3. Another thief map* - Different maps favor different builds and comps my kitten The bigger the map the more mesmers and thieves thrive while necros are stuck in the mud. again.

Exactly how smaller maps favour other classes? I don’t see thieves being kitten in Forest of Nilfhel or Battle of Khylo. If anything i would say on smaller maps we got some fairness as their speed does allow for a decap but not 20s of safety before anyone can actually get to the point to defend it.

I’m pretty fed up of a-net’s "bigger then life"maps where if you’re not sporting jet fighter engines in your ass then you’re doomed to lose or camp 1 node 24/7, cause everyone and their dog will outrun you and outrotate you.

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Posted by: Kadj.6725

Kadj.6725

2. Access to outside points way to easy from mid. Guys from mid are free to invade your close using a nice shortcut while guys on the outside have to take the long road around to mid. Unless AGAIN you have teleports or shadowsteps…

Not every map needs, or should have, an identical approach between points. If we’re stuck with conquest, as long as both sides are fairly even in how things work, the point to point routes should be different from map to map.

Personally, I really like Colosseum. Granted, I’m a mesmer/thief most of the time, but it’s enjoyable and isn’t bogged down by severely overcomplicated mechanics.

The only change I’d like to see at least to start though is some encouragement for opposing shield and sword users to fight each other. Maybe something like one inflicting damage on the other makes both of them immune to all ally and enemy intervention until one of them falls(maybe teleport them to a part of the map just for this purpose?). I also don’t like that a team can have both buffs; it makes snowballs even more snowbally, where I feel the map mechanic should be a snowball breaker.

I also in general agree that Shield needs a buff. Really, it should be an exact mirror to Sword; 20% protection(incl condis), auto-res for allies… I also feel like both Shield and Sword should only apply their effects in like a 600 radius. They should stand out on the battlefield as being capable of turning a single fight at a point around, rather than being a huge personal buff and a decent party-wide buff. This will make it so that thieves and mesmers certainly still can grab it, but given their generally more lone wolf nature, they’d either have to change how they rotate or defer it to another member of the group.