Features of a new map

Features of a new map

in PvP

Posted by: TyPin.9860

TyPin.9860

Hey my fellow PvPers,

I came to play more PvP the last few weeks and I started liking it. There are certain issues, that are really annoying to me, like hotjoin system and no unranked balanced PvP. However, this is not what I want to talk about. My hopes are that ANet is designing new maps atm. And what I wanted to ask from the PvP community, with arguably more PvP experience than a low rank 30 newb, what kind of features should a new map have in your opinion?

I get that Skyhammer is generally hated. Although a few, like myself, still like the map. So an abundant amount of fall damage kill situations should be avoided according to the majority of players. Also, personally, I would like cap points bigger, so that AoE can’t cover the whole cap point. I was also thinking of a two teams PvP map similarly designed to a WvW borderland, but only smaller, with maybe up to 10 players on each side and enough objectives to make splitting up a viable strategy in such a map.

Writing in this thread I ask you to refrain from calling out on certain existing maps too much, so to avoid merging it just with a “Skyhammer is kitten” thread by a moderator

I am looking forward to your suggestions.

[ROSE] – Fissure of Woe
Chronomancy works, I am proof of it. Now stop asking me questions. Time must be preserved!

Features of a new map

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Posted by: style.6173

style.6173

Remove gimmicks and give us more simple maps. There is a reason why the new maps are not liked as much as the older ones… the new maps are gimmicky.

Keep things simple and that leads to better balance as well

Features of a new map

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Posted by: Django.5923

Django.5923

What makes maps interesting are not the secondary objectives but the x,y and z axis of the points (means position and hight.).

different distances and positions give different movement tactics.

so what we need is a good design of point positioning and also playing around with pointsize.

and what also is very important are things where you can kite. For example on henge in niflhel. We need more stuff like that

in my opinion id like to see a map which favours non bunkerish comps.

for example:

midpoint is far away and on a hill (porting up is possible) → lots of spots to kite etc.
also midpoint is pretty small (smaller pointsize. For now we have M and L we need an S).

closepoint is directly at base so that you can somewhat spam your skills from the spawn in the point (just an idea).

or both closepoints are the size of legacy midpoint and the middlepoint is far away and small. (sure this would favor bunkers)

a map with four “normal” points. Why only stick with three? You could also make a map with 6 points even… That would mean that bunkercomps would always get outrotatet by faster ones. But personally i wouldn’t go higher than 4

a map in which the points close to the base are only reacheable trough 1 chockepoint trough mid

a map in which the points close to the base are reacheable trough 4 paths.

my ideas on point size and position so far. Remember we need things to kite on ^^

secondary objectives:

in my opinion the big flaw in anets thinking is that they focus too much on secondary objectives. Its capturepoints so focus on that. Rest should really be secondary.

nowadays secondary objectives just give you more points or do dmg and are somewhat fair (both have a treb) But it doesnt have to be like that.

id like a map which gives +10 killbonus for each point you dont have. So if you are triplecapped you get 35 points for killing someone. Could really be interesting and would favor more bursty comps.

maybe make a map which has npcs defending closepoint (would also favor non bunker 3 point play) so fighting on the enemy point would be a disadvantage.

make a map in which points get decapped when playernumbers are not even. For example if two guardians fight 1v1 on a neutral point a thief can just come because they are 2:1 so he caps the point normally. If more ppl stand on the point it should cap faster (up to three ppl.)

maybe make a point which is two points. This would help non bunkerish comps. What i mean with that: two small points relatively close together (1600 range or so). For example if blue has the point(s) (ticks only as one) they are required to stand on point 1. To defend it and red has to stand on point 2 to decap point 1. That means there is no use for red to stand on point 1 while blue is forced to. That means you cant just sit on point with two+ bunkers and spam AOE in it because the fights get splitted

thats everything so far i guess

id also like capricorn back. But remove the water (make it a sandbank) and put the third point on the ship roof.