How to Improve Khylo
environmental weapons are a bad idea on any map,
personally i’d change the treb to a weird transport thing,
one person jumps in and the trebber can launch them across the map.
or if the current trebs really must stay then give them a lengthy cooldown.
It’s your opinion, and I respect it. But Khylo is also my favorite map. I don’t think it’s small. If anything that’s the map that favors thieves, mesmers and revenants the most, and I assumed they were the “mobile classes” (with druid, which is definitely at a disadvantage on Khylo).
I agree that the camera on mid is sometimes annoying. But you can somewhat make it better by tuning your collision parameters in the options. And frankly, why the treb hate? You can at most get one-two shots in before the enemy starts to expect it and dodges, while you’re being outnumbered on the map. I’m not saying terrible, but it is more of a situational/strategic weapon than a really OP mechanic. If it was you would see teams camping the trebs all game, but you hardly see anyone use them after the initial split.
Aside from camera issues, I think the repair kit should only spawn once, and dropping it completely disables a kit respawn. Maybe lower the Trebuchet’s damage a little, since it already creates a lot of disruption by knockback.
I don’t think it’s small. If anything that’s the map that favors thieves, mesmers and revenants the most, and I assumed they were the “mobile classes” (with druid, which is definitely at a disadvantage on Khylo).
Ahh you would think so, but it doesn’t take long for a slower class to catch up after you shortbow’d up to the balcony.
You can at most get one-two shots in before the enemy starts to expect it and dodges
Dodges are balanced around dodging critical moves from other players, that gives classes that rely on dodging as a primary means of defense a disadvantage on Khylo whereas a warrior can dodge treb and use shield to block player attacks.
I do not agree with your assessment except for maybe the first point(camera angle in clock tower)
The map is small but I would say it actually favors class with teleport quite a bit because of the verticality brought in by the tower and treb position.
Regarding the treb, it is relatively easy to use but it is actually not hard to counterplay. The problem is that players love to cluster onto that small mid capture point so multiple players tank the treb fire.
You need to remember that when enemy has someone on treb. They will have one less player somewhere on the map. You do not have to stand on the mid capture point all the time. You can range pressure whoever is on mid point. You can move to other points where it takes longer to hit by treb. Abuse the fact that the map is small and you can rotate quickly.
Kyhlo is easily my least favorite map at the moment, especially the clock tower has many flaws. Like being able to hit people with AOE if they walk through below the capture point. Or guards and other classes with blinks being able to port right onto the enemy out of nowhere if someone sets them a target.
2.It’s a tiny map, meaning there’s no real commitment in hitting a node. Mid provides very fast easy access to these points in a very short timeframe. Classes with more mobility therefore have their advantage weakened.
3.Trebs do way too much damage for the low skill required to use them. This enables otherwise bad players to contribute more to a fight than they have any right to. Destroy the treb? No problem, a repair kit will soon spawn ensuring the skill gap between teams won’t matter as much.
Don’t these two kinda contradict one another?
Yeah you can hit either point quite easily from mid but mid is the only point that can be consistently covered with trebuchet fire.
If the enemy team is committing a player to use the treb then you can commit to the side points. The main reason they’d use the treb is to hit mid. The only reason they’d hit mid is because they don’t have it or because you’re attacking it, so move out to the other two points.
2.It’s a tiny map, meaning there’s no real commitment in hitting a node. Mid provides very fast easy access to these points in a very short timeframe. Classes with more mobility therefore have their advantage weakened.
3.Trebs do way too much damage for the low skill required to use them. This enables otherwise bad players to contribute more to a fight than they have any right to. Destroy the treb? No problem, a repair kit will soon spawn ensuring the skill gap between teams won’t matter as much.
Don’t these two kinda contradict one another?
Yeah you can hit either point quite easily from mid but mid is the only point that can be consistently covered with trebuchet fire.
If the enemy team is committing a player to use the treb then you can commit to the side points. The main reason they’d use the treb is to hit mid. The only reason they’d hit mid is because they don’t have it or because you’re attacking it, so move out to the other two points.
Not 100% true. A good treb player can reliably hit side nodes on the first shot, and if you play the map more than I do you probably have almost memorised how long you need to hold the rotation buttons.
That said, I think treb is at about the right power, but too many players don’t factor it in to their movments.
A good treb player can reliably hit side nodes on the first shot, and if you play the map more than I do you probably have almost memorised how long you need to hold the rotation buttons.
The idea of a good treb player, though, is precluded by the notion that the trebuchet requires very little skill, as per OP. The opening assertion is built around the presumption that there is no element of skillful trebuchet use.
A good treb player can reliably hit side nodes on the first shot, and if you play the map more than I do you probably have almost memorised how long you need to hold the rotation buttons.
The idea of a good treb player, though, is precluded by the notion that the trebuchet requires very little skill, as per OP. The opening assertion is built around the presumption that there is no element of skillful trebuchet use.
In terms of contributing to mid, I mostly agree. Although it is still possible to go short when hitting mid, most players are unlikely to do it more than once.
However, in terms of contributing to the side points, the treb requires skill to not be pointless-with the long windup, missed shots are very costly, and even a small deviation of angle can cause shots to miss easily.
My biggest frustration on Khylo personally is the height of the central point platform above the rest of the floor on the level, which is very frustrating when fighting against say, scrappers, who have plentiful knockbacks that if they happen at the right angle can take you out of the fight for 4-5 seconds (by which time they’re a third of the way through their cooldown for said knockback).
(edited by SolarDragon.7063)
I agree to the camera at mid, but the rest seems pretty fine to me. Although you could consider a normal entrance to the clocktower from both sides instead of the small jumping puzzles.