Chronomancy works, I am proof of it. Now stop asking me questions. Time must be preserved!
Features of a new map
Chronomancy works, I am proof of it. Now stop asking me questions. Time must be preserved!
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
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.