Foefire puts Red Team at a disadvantage
Also please fix the quarry node, the area is riddled with flat terrain that still leaves you with no valid path. Puts all port classes at a serious disadvantage and does not allow for fair play to occur.
Similar issue on Khylo but different reasons. There are huts you can jump up on to get to mid supposedly faster if you’re a skilled jumper (lol) than the other side. Can’t recall which side, sorry.
Guild: Creators of Destiny Awakening [CDA] Disabled GW2 gamer; love all aspects of GW2!
Champion: Magus, Illusionist, Phantom and Shadow
Guys, the game just came out. At least give them a little bit of time to smooth out these edges.
Similar issue on Khylo but different reasons. There are huts you can jump up on to get to mid supposedly faster if you’re a skilled jumper (lol) than the other side. Can’t recall which side, sorry.
actually the huts is more prone to slipping if you are not careful or latency issues.
the barrel is actually faster and less prone to slip.
Guys, the game just came out. At least give them a little bit of time to smooth out these edges.
ooowwww ross u wrecked my /s detector !
the reading is over 9000 !!!!
Also please fix the quarry node, the area is riddled with flat terrain that still leaves you with no valid path. Puts all port classes at a serious disadvantage and does not allow for fair play to occur.
i think waterfall also have a lower spot to hide where projectiles can’t hit. and unaware defenders may think you have left the point but you are still hiding there.
off topic, but on the forest map, red team far point attackers can hide behind the pillars above the blue home point and kite from there.
blue team far point attackers can’t really do it at mines.
This seems like it would be easy to fix, just “cheat” using invisible walls. Just overlay the visible terrain with an invisible version of it that is flatter than it appears, so that pathing is consistent and shadowstepping can function properly. They wouldn’t actually have to change anything about the visible design.
you spend complaining about it on the forums, you’d be
done by now.”
off topic, but on the forest map, red team far point attackers can hide behind the pillars above the blue home point and kite from there.
blue team far point attackers can’t really do it at mines.
Applied to defenders also, so… .-.
Guys, the game just came out. At least give them a little bit of time to smooth out these edges.
Fun Fact. This issue didn’t exist when the game came out. Until they updated all teleport skills at some point to have a valid path to combat invalid teleport jumps to terrain that wasn’t supposed to be accessible.
Looked up when this was: Update – March 16, 2015 all teleport skills got changed.
Ingame Name: Guardian Erik
off topic, but on the forest map, red team far point attackers can hide behind the pillars above the blue home point and kite from there.
blue team far point attackers can’t really do it at mines.
At the same time, it takes slightly longer to get to mid from red than from blue (using the bottom path). Not sure why, the path does look identical.
(now, that was without teleports, it’s possible with them it’s different)
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(edited by Astralporing.1957)