New map pros and cons

New map pros and cons

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Posted by: UnholyVicar.2056

UnholyVicar.2056

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)

New map pros and cons

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Posted by: SuperHaze.4210

SuperHaze.4210

The new map is definitely refreshing from the standard conquest maps. It’s set up well, but things like the ele RTL with the orb definitely gives them an advantage as a carrier. I can slow most people down on my power necro using axe/focus and dagger/warhorn with spectral grasp if they get too far from me. So far it’s been fun. They should add a two flag map just like wsg. Guardian and ele is definitely a requirement for a winning team atm, but I hope other classes/builds can be better utilized once people gain more experience on this map.

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Posted by: daydream.2938

daydream.2938

The best orb runner ive seen so far in terms of speed is a ranger.

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Posted by: ensoriki.5789

ensoriki.5789

Thief Mobility is alright.
If you want to question the meta you can take Blink or Lightning Flash to hit Raven similarly. They’ll generally recharge before you need em again.
On that note, it gives any Blink (mythical) mesmers some cool plays as well.

The great forum duppy.

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Posted by: fishybill.6908

fishybill.6908

I like what you’ve done here, you’ve said exactly the same as I said in this post but worded it so it does not look like a complaint.

I agree with you 100% with your points, I like the map personally but I think to be fair they need to raise the walls to stop shadow step and disable ride the lightning with the orb.

Apart from that great!

+1 for you Sir, Kudos

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Posted by: SuperHaze.4210

SuperHaze.4210

they don’t need to disable rtl, just make its distance shorter in relation to movement speed when carrying the orb.

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Posted by: UnholyVicar.2056

UnholyVicar.2056

I like what you’ve done here, you’ve said exactly the same as I said in this post but worded it so it does not look like a complaint.

I agree with you 100% with your points, I like the map personally but I think to be fair they need to raise the walls to stop shadow step and disable ride the lightning with the orb.

Apart from that great!

+1 for you Sir, Kudos

I believe I read that post. The rage is strong with you, young one.

I think the main thing Arenanet need to do is simply polish up the map. Eliminate as many spots for teleporting as possible.

Noticed a few problems with orb running. Rangers are extremely efficient at orb running with their evade mechanic, and from what I’ve seen is not affected by the movement debuff. So on top of moving at your normal speed during the evade attack you also negate incoming attacks.
Probably the biggest oversight is passive movement speed increase still works with the debuff, elementalist 10% movement trait and thief signet of shadows 25% movement passive both tested and do work.
Also guardians being unkillable before they reach the point. Now I know guardians are meant to be able to tank a lot of damage and have several utilities to do this, but why are they able to use their invulnerable elite with the orb? Twice we were about to kill this guardian and he just went invulnerable, healed up nicely and scored shortly after. Naturally other invulnerable skills e.g Mist form, elixer S still work with the orb. I find this hard to believe this is intended and I can only conclude this is a major oversight.

And finally engineers with the perma evade. With the jump dodge mechanic you can still jump the same distance as if you didn’t have the debuff, when it should affect ALL of your movement actions, including dodge IMO.