Just my two cents on the new map
Cons
- Bugs Downed someone and would not let me finish initially so decided to dps. Got miss miss miss constantly with melee, switched to range and got obstructed, swapped to AoE and was not hitting them and they were completely in the open, has happened twice now but someone from my team stomped them so I don’t know if it was a map issue or an individual issue.
-More bugs(I think) Our guardian was en route to Wolf with the orb, then all of a sudden a message came up saying the enemy team had seized the orb and it disappeared from his possession. If there’s a time limit or number of people who can pick it up limit before it returns someone can let me know however.
- Thief mobility. I was playing thief every round and I felt invincible(almost). There are several teleports that can be exploited by thieves to get from one end of the map to the other in a very short time. I died at raven, respawned after 15 seconds and got back there in 10. To really have the best team composition I think that at least one thief is mandatory which shouldn’t be the case.
- Elementalist ride the lightning with orbs. This isn’t necessarily ‘game-breaking’ but considering all other charging/rush skills are scaled down significantly, so why is this just as effective as if you didn’t have the orb?
Slow capping Either there’s something in my drink but is the time for both capping and decapping increased on this map? I feel like I’m gonna fall asleep trying to cap the points after we kill off the enemy. Most likely its because of the orbs effect of an instant decap but it feels so slow.
Pros
I like it This map is very fun to play IMO. Maybe because of the freedom I had as a thief and ability to roam wherever I wanted but it’s actually pretty well structured and there’s a few different ways to play it rather than just"person x to point A and person Y and Z to middle etc". You can focus on capping points quickly or have a very messy fight at the beginning for possession of the orb.
Layout I really like the layout on this one. It’s a very open map with a large area in the middle where both teams meet when they first leave the base which I personally really like. Can’t just charge headfirst in case you get stealth rushed. And when moving the orbs there is still an ample amount of time to stop them from reaching their goal, while not being too time consuming to grab the orb and bring it to the node. Raven is kind of seperated from the rest of the map which can be good, in all of the games I have never seen more than 3 on each team there which is a real change from long sustained team fights in the middle of the map.
Capture the flag is okay I personally don’t like the capture the flag game type but it serves as a distraction from the standard domination type where you just keep control of a certain area for points. It’s a welcome addition to the new map IMHO as the majority of the fighting actually takes places off the nodes.
The main problems I can see however in this map is the inevitable team composition of guardian, thief, elementalist, mesmer and <insert other class here>. You’re welcome to disagree with me though
(edited by UnholyVicar.2056)