New Map Ideas

New Map Ideas

in PvP

Posted by: Agemnon.4608

Agemnon.4608

The Search and Destroy mode would have an attacking side and a defending side. There would be no respawns and the goal would be eliminate the entire opposing team or charge at a couple of points where the defenders would have 45 seconds to uncharge. It would be a best 4 out of 7 and there’d be no respawning during a round and teams switch sides after a round.

We can also make another map kinda like Spiritwatch with an orb in the middle but traverse mazes to reach it and bring it to the enemy’s node. You can throw and pass the orb in this mode. Unlike Spiritwatch however there are only two nodes and they can’t be capped and they don’t contribute to score, but are rather more like goals. You can also throw the orb at an enemy so they’re locked out of their class skills until they drop it. The map would have many inclines, dead ends, and choke points.

New Map Ideas

in PvP

Posted by: Gigiobalt.7625

Gigiobalt.7625

Perfect PvP map: A plain and open area, with no obstacles, no way to LoS, no conquest, no capping points, no side objectives, no using environment. Straight up Death Match. Each kill = 25 points, insta respawn. That’s what Player vs Player is, not the current “Player using the environment+Build Wars 2+Comp Wars 2” vs “Player using the environment+Build Wars 2+Comp Wars 2”.

New Map Ideas

in PvP

Posted by: Agemnon.4608

Agemnon.4608

Perfect PvP map: A plain and open area, with no obstacles, no way to LoS, no conquest, no capping points, no side objectives, no using environment. Straight up Death Match. Each kill = 25 points, insta respawn. That’s what Player vs Player is, not the current “Player using the environment+Build Wars 2+Comp Wars 2” vs “Player using the environment+Build Wars 2+Comp Wars 2”.

But LoS and vantage points, and mazes add counterplay and flavor. If it were possible I’d like the carry the orb map to have a dynamic layout to avoid teams solving and figuring out the layout but since it’s inevitable on a static map one would have to balance around that. A plain and open area is good though for certain maps but I agree with eliminating or even just replacing certain secondary objectives. We need some alternatives to point capturing. For a straight up deathmatch to be viable classes need to be radically altered to avoid excessively defensive speccing.

You shouldn’t gank a wrong class for the most part but rather a wrong person as far as ganks go.