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Posted by: Rackenspiel.9062

Rackenspiel.9062

I’m noticing that people are choosing foefire and forest of niflhel more and more often. It’s starting to remind me of when I played CS back in college where everyone played nothing but de_dust map all day every day. That map is the one thing that I hated about CS.

Honestly I just miss the other maps, Spirit watch and the one with the giant laser specifically. I hardly ever see them anymore. Maybe Anet should increase the voting options from 3 maps to all possible maps so that the less popular ones actually have a chance. It’ll be a sad day if they disappear entirely because the great majority prefer only 1 or 2 maps.

What do you guys think?

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Posted by: Zenos Osgorma.2936

Zenos Osgorma.2936

skyhammer is a fun map to play when your paired with friends , as that map is more Rotational than usal with that cannon firing you don’t want to stay still too long having to keep moving to keep the pressure of caps up and a lot of people find it hard to slot the time in to decap the cannon killing the person on it (though you’d only need to delay the cannon) as it’s still a 4vs4 outside.

the other problem is its such a small area where the cannon is anymore than 2 people gives the lower number the advantage because they can use fears to push away off the edge anyone too close increasing the chances of killing one or two people.

the floor panels arn’t a problem anymore it takes quite a bit more than 2-3 AA’s or a weak Aoe to break the glass since they strenghtened the glass.

i believe this is why most Solo Pvp go’ers don’t like skyhammer , same for spirit watch since fetching a Orb is more about traversal/Slowing CC effects other than the meat ball fights that you’d see in Foefire and forest at a low MMR.

I’d love to see these maps voted for more its add flavour to the lists and generaly more fun for Tactical players.

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Posted by: choovanski.5462

choovanski.5462

unranked has all the maps you mention. ranked has only three due to those being the more ‘serious’ maps that have tournament rotation.

so, just play unranked if you want more map variation, or play ranked if you do not.

. Engi & Warr . Beta > 2017 Death of PvP
currently a Boyfriend main :P
Waiting To ReRoll Mystic & Forget About Tyria

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Posted by: Wile.5024

Wile.5024

Feel like forest and foefire get picked most often due to several reasons:

Foefire:
- Favors organized teams with small distances between points for fast rotations
- Favors pew pew rangers and other classes who can watch a point AND dps mid from high ground
- Turret placement for turret engi
- Good map for thief and mesmer with blink and such

Forest:
- High ground at keep favors certain specs, power ranger and engi again especially
- Chieftain and svanir

Both maps may give newer players a sense of accomplishment for killing chieftain/svanir or the lord (even when often it’s a bad idea to go for these). Both maps (especially foefire) have a simple layout. Might also be a favored option for solo players as maps like temple require some team communication to actually get the buffs.

I’m sure there are other reasons but these came to mind first… don’t think enabling the other maps is a good thing however, they favor certain classes even more and have bugs. Maybe instead rework foefire and forest a bit to give kyhlo and temple more votes.

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Posted by: Leeto.1570

Leeto.1570

ufokinritem8 When the game came out i was doing kyhlo 24/7 in hotjoin cause i love that map, under pvp statistics it was my favourite map for 2 years, now with this ranked voting thing it has changed to legacy of foefire… which i hate.
They should put all maps in voting for ranked to decrase the chance of getting same map all the time. If in past 2 years they would have made more than 1 “competetive” map then i would understand why we have to choose between 3 but there are only 4 in total.
I wouldnt mind playing unshranked but i always go back to ranked when i get c*ntyard

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Posted by: blubberblasen.3901

blubberblasen.3901

You know de_dust2?
Its not all Dust, its Dust and Dust2
and you forgett de_aztec..

dust1 = forest
dust2=foefire?
de_aztec=bear temple?

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Posted by: TheLargeUnit.2793

TheLargeUnit.2793

Well I’m a gold nova master bout get mah ak

Achmed Afro Thunder ~ Six Ft Pole Achmed ~ Dharok The Ravenous
Long Live [ASAP] Zerg: The greatest guild that ever was or will be.

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Posted by: Isslair.4908

Isslair.4908

Spirit Watch is ok as a map, but that orb thing is just kittened. Some tanky built shoutbow can run it basically unobstructed with all the leaps and condi cleanse, which means you need more than one player to stop it, which means you’re getting outnumbered at point fights.

Skyhammer got better since we can now dodge cannon. But it favors classes with strong fears\knockbacks A LOT. A coordinated group of two rifle engis can push anyone to their death. There’s nothing competetive about that.

My two favourite maps are Temple and Battle, but yeah unfortunately people mostly choose legacy\forest.

EU Aurora Glade

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Posted by: Abazigal.3679

Abazigal.3679

Spirit Watch is ok as a map, but that orb thing is just kittened. Some tanky built shoutbow can run it basically unobstructed with all the leaps and condi cleanse, which means you need more than one player to stop it, which means you’re getting outnumbered at point fights.

Skyhammer got better since we can now dodge cannon. But it favors classes with strong fears\knockbacks A LOT. A coordinated group of two rifle engis can push anyone to their death. There’s nothing competetive about that.

My two favourite maps are Temple and Battle, but yeah unfortunately people mostly choose legacy\forest.

On these arguments, we could say that foefire is rewarding well defensive setups.. Actual meta builds have lot of stability, blocks and escapes, i’m not sure it would be so easy anymore to kick off map..

I think these 2 maps offer more options to win, to any kind of setups against any kind of setups. On foefire, if you got a bad setup against a meta/defensive one, that’s probably it( and you can’t avoid opponents from pushing lord)

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Posted by: Rackenspiel.9062

Rackenspiel.9062

Thanks for the input. I’m simply a bit disappointed because I like using outside contraptions against the other team like the trebuchet and skyhammer.

…and who doesn’t like pushing people to their deaths right?

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Posted by: choovanski.5462

choovanski.5462

Thanks for the input. I’m simply a bit disappointed because I like using outside contraptions against the other team like the trebuchet and skyhammer.

…and who doesn’t like pushing people to their deaths right?

you would have a field day in EotM

. Engi & Warr . Beta > 2017 Death of PvP
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Waiting To ReRoll Mystic & Forget About Tyria

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Posted by: Isslair.4908

Isslair.4908

On these arguments, we could say that foefire is rewarding well defensive setups..

In what way is it a feature of foefire? Any current map (well aside from courtyard) favours bruiser setups with mobility bursters who can quickly rotate and add to a node fight.

Actual meta builds have lot of stability, blocks and escapes, i’m not sure it would be so easy anymore to kick off map..

Aside from war and guard, there’s not a lot of reliable stability. And even for those it’s quite easy to bait out stunbreakers and then just abuse the CC. It shifts all the balance towards select few professions\builds, and it is especially stupid concerning the current “press one button and get into the game to play how you want” mentality.

On foefire, if you got a bad setup against a meta/defensive one, that’s probably it( and you can’t avoid opponents from pushing lord)

And that’s why it is good. One build – one queue. If anet wants to add different metas and mechanis they should do it in a separate queue.

EU Aurora Glade

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Posted by: Duke Blackrose.4981

Duke Blackrose.4981

Skyhammer isn’t selected much because it’s the map equivalent of Satan’s ballsack.

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Posted by: naphack.9346

naphack.9346

On foefire, if you got a bad setup against a meta/defensive one, that’s probably it( and you can’t avoid opponents from pushing lord)

And that’s why it is good. One build – one queue. If anet wants to add different metas and mechanis they should do it in a separate queue.

I kinda dislike it, when the game is all about who can roll their head across their keyboard better.
The other maps got way more strategy involved and promote build diversity. GW2 needs more specialist builds, not less.

The only crime, turrets committed, is being good against the celestial meta.
The mob has spoken and the turrets shall be burnt at the stake.

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Posted by: Supreme.3164

Supreme.3164

On these arguments, we could say that foefire is rewarding well defensive setups..

In what way is it a feature of foefire? Any current map (well aside from courtyard) favours bruiser setups with mobility bursters who can quickly rotate and add to a node fight.

Actual meta builds have lot of stability, blocks and escapes, i’m not sure it would be so easy anymore to kick off map..

Aside from war and guard, there’s not a lot of reliable stability. And even for those it’s quite easy to bait out stunbreakers and then just abuse the CC. It shifts all the balance towards select few professions\builds, and it is especially stupid concerning the current “press one button and get into the game to play how you want” mentality.

On foefire, if you got a bad setup against a meta/defensive one, that’s probably it( and you can’t avoid opponents from pushing lord)

And that’s why it is good. One build – one queue. If anet wants to add different metas and mechanis they should do it in a separate queue.

NO, what you say it’s untrue!
On other maps, true mobility is acquired with precise tactics in mind; foefire is just a free for all snowball map that requires very little in terms of strategy and plans, just win mid and zerg other point, so defensive comps with thief/mesmer or LB ranger are chosen over others.

On other maps, if you zerg you get screwed by more clever opponents, on foefire there is very little you can do to win unless you win every single team fight, 3 pts , short distance, take a def comp and zerg from A to B..easy and far too effective,reason why foefire is always voted : a cheap map that rewards cheap bunkering and easy to apply range burst

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Posted by: Wile.5024

Wile.5024

on foefire there is very little you can do to win unless you win every single team fight, 3 pts , short distance, take a def comp and zerg from A to B..easy and far too effective,reason why foefire is always voted : a cheap map that rewards cheap bunkering and easy to apply range burst

This is also what I meant with foefire favoring organized teams so I fully agree, just a better explation : D

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Posted by: choovanski.5462

choovanski.5462

On these arguments, we could say that foefire is rewarding well defensive setups..

In what way is it a feature of foefire? Any current map (well aside from courtyard) favours bruiser setups with mobility bursters who can quickly rotate and add to a node fight.

Actual meta builds have lot of stability, blocks and escapes, i’m not sure it would be so easy anymore to kick off map..

Aside from war and guard, there’s not a lot of reliable stability. And even for those it’s quite easy to bait out stunbreakers and then just abuse the CC. It shifts all the balance towards select few professions\builds, and it is especially stupid concerning the current “press one button and get into the game to play how you want” mentality.

On foefire, if you got a bad setup against a meta/defensive one, that’s probably it( and you can’t avoid opponents from pushing lord)

And that’s why it is good. One build – one queue. If anet wants to add different metas and mechanis they should do it in a separate queue.

NO, what you say it’s untrue!
On other maps, true mobility is acquired with precise tactics in mind; foefire is just a free for all snowball map that requires very little in terms of strategy and plans, just win mid and zerg other point, so defensive comps with thief/mesmer or LB ranger are chosen over others.

On other maps, if you zerg you get screwed by more clever opponents, on foefire there is very little you can do to win unless you win every single team fight, 3 pts , short distance, take a def comp and zerg from A to B..easy and far too effective,reason why foefire is always voted : a cheap map that rewards cheap bunkering and easy to apply range burst

i would hesitate to say that winning all the teamfights requres no skill. also ‘cheap bunkering’, buddy you know you should have 2-3 builds that can hold a point in your team. hardly ‘cheap’ when it’s required for a team.

‘easy to apply ranged burst’ sounds like ya’ been letting rangers freecast. those rangers are using plans and tactics, like running a build suited to the map and using terrain to their advantage. there is an EU team that i really enjoy watching in the Go4s (i forget their name) who always have a player switch to power ranger for foefire. in one game he was left to freecast for nearly the whole game and absolutely decimated. letting power rangers freecast is one of the worst things you can do.

foefire can snowball hard, it’s a difficult map to play. rotations are very important, as you have experienced when you were ‘zerged’. the map rewards players who teamfight well and rotate fast.

. Engi & Warr . Beta > 2017 Death of PvP
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Posted by: Khalisto.5780

Khalisto.5780

spirit watch is the worst map, the map would be ok if wasnt the orb thing. I just refuse to play this map, everytime i get this map i jump to my pew pew ranger and make the whole thing my personal death -match minigame

Love roaming builds and non meta silly builds.
Don’t worry boys, Blade and Soul is coming.

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Posted by: TexZero.7910

TexZero.7910

It might have something to do with the other maps and how poorly they are laid out.

To me the two (Fofire and Forest) both have a clear map layout in mind with a good sense of where to and where not to fight. As well as clear objectives.

The other maps really have this Super Smash Brothers thing going, where the maps would be fine if not for the items, or conversely the items would be fine if not for the poor map design.

It’s one thing to make a unique gameplay mechanic, its another to have that mechanic be something that brings the map alive and frankly none of the other maps come remotely close and in-fact they most of the time serve as deterrents.

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Posted by: Rackenspiel.9062

Rackenspiel.9062

It’s weird how the ‘bad’ maps are the most fun, for me at least. There’s nothing more enjoyable than messing with the opponents tactics and causing havoc. I guess it’s all about priorities.

Foefire and forest are popular because they’re simple and straightforward, but it just gets real old if that’s all people play all day.

Frankly I think it’s almost impossible to make a lot of ‘good’ maps without them being clones of each other. I just want to have even a small chance at variety.

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Posted by: Aberrant.6749

Aberrant.6749

It’s weird how the ‘bad’ maps are the most fun, for me at least. There’s nothing more enjoyable than messing with the opponents tactics and causing havoc. I guess it’s all about priorities.

Foefire and forest are popular because they’re simple and straightforward, but it just gets real old if that’s all people play all day.

Frankly I think it’s almost impossible to make a lot of ‘good’ maps without them being clones of each other. I just want to have even a small chance at variety.

Imbalanced maps/games are fun to some people, just look at WvW.

I’m fine with a little bit of “just for fun” with a map, but skyhammer and spiritwatch are just horrid as far as balance to the point where it ruins the fun for me.

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Posted by: TexZero.7910

TexZero.7910

It’s weird how the ‘bad’ maps are the most fun, for me at least. There’s nothing more enjoyable than messing with the opponents tactics and causing havoc. I guess it’s all about priorities.

Foefire and forest are popular because they’re simple and straightforward, but it just gets real old if that’s all people play all day.

Frankly I think it’s almost impossible to make a lot of ‘good’ maps without them being clones of each other. I just want to have even a small chance at variety.

The only way they are going to do that is by creating new maps with mechanics that enhance gameplay without taking away from the core PvP. A vast majority of the issues with the maps you find fun come from the fact that the Mechanics are just awful.

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Posted by: Rackenspiel.9062

Rackenspiel.9062

The only way they are going to do that is by creating new maps with mechanics that enhance gameplay without taking away from the core PvP. A vast majority of the issues with the maps you find fun come from the fact that the Mechanics are just awful.

I’m not sure which mechanic you mean but I have a nagging feeling it’s my favorite part of the match…