Official Map Changes Feedback Thread (Spring Quarterly Update)
Not had the chance to play it yet, but I’d like to add an observation. The new skyhammer seems weaker than the Tranquility buff in Temple, and Temple also had the Stillness buff to fight over in its mechanic. My main problems with the original map was that the portal was too easy to trap and that the Skyhammer platform was small enough that many movement skills were very risky- I’d just barely whirlwinded myself off a few times too many, for instance. Making it big enough to allow ranged play and make such skills safe to use from the center of the platform would have done it. I feel the Skyhammer, as a mechanic, should have a bit more punch to it than the new one sounds like it has. Else you’re just left with another generic map.
I liked old Spirit Watch, but there doesn’t seem anything wrong with the changes made to me. I did like the more frequent orb running, but that’s mostly just a matter of preference. Balancing it between classes was a good move.
The camera view is blocked on the skyhammer side points by the elevated platforms, its basically unplayable.
Skyhammer – Map feels so much better now. It makes sense that you can fall off the edge while fighting for the Skyhammer itself and not around the entire map. Visibility is a lot cleaner now.
Spirit Watch: I like the changes. The only thing that bugs me still is the whole area around the orb. It is so big, and I feel like it can become a deathmatch battle and people can forget about the nodes because it is so easy to get to the orb.
Make another spirit watch. This one has two capture points and an orb in the middle of the map. Typical conquest, but use the orb’s power with that other guys knockback/decap effect as a means to make the whole thing competitive and interesting.
I only played on Skyhammers 2 or 3 times, but my initial impression is that the map has become dull. I understand there was some mechanics exploit before, but removing all possibility to fall down makes it bit insipid. I’d add back a few of them – and if you don’t want people to fall to death, then either put a platform below (with jump pads to get back up), or have some sort of teleport mechanism (which could be used actively to move on the map?).
I like the change in Spirit Watch, but feel that awarding 50 points might be a tiny bit too much.
The Lord on Foefire is definitely soloable. If you don’t want to buff it further, then protect its access to it (e.g. need to kill two strong body guards before an entry appears)?
I don’t like the spirit watch change, people still wait at the orb even though it hardly ever spawns anymore XD So might as well be an orb there to get.
I know the patch and map changes have only been out for a short time, but I really appreciate the feedback that everyone is adding to this thread.
sky hammer seems better, havent played spirit watch yet…..
#bring back kitten raid on the CAPRICORN
would be another new map for you more interesting and really unique mechanic (water combat) i know you guy didnt want to balance it but comon i want water combat in my pvp
I really dislike Skyhammer now – i will be honest i did use it a lot in farm servers on the days i just wanted to do some dailies and didn’t have long, but i really don’t get people now liking this stripped down version.
Its taken most of the uniqueness out of the map – why would you want all the maps the same? As an Altoholic i feel the same way when games slowly homogenise Class mechanics over time.
Havent tried Foefire or Spirit Watch yet – i hope they are not bland as kitten now, the different gameplay kept things interesting
I haven’t been able to vote in the new skyhammer yet. I liked the old version with the crusher cannon. It did need for the hammer to be less easy to dominate though. I look forward to seeing it.
I’d like to see Capricorn come back. It was my first PvP map if memory serves.
Please don’t pay attention to the anti Mesmer witch hunt. I see it as near hysterical and in truth, unjustified.
Yep, Spirit Watch is still in my “never choose” – list.
Im on fire in Ring of Fire
I think skyhammer is a pretty boring map now. The ability to knock people our of the map/to be knocked out yourself is what made it one of the best maps in my opinion. I don’t mean to say that it is absolutely terrible now I never want to play it, it is just that it feels more like the same old maps we already had in ranked rather than something unique.
As for spirit watch, other than being locked out of your skills while carrying the orb, there was hardly any difference. Spirit watch was one of the best maps in my opinion just because of the layout of it and the orb mechanic, and it still is. If the change to the orb mechanic makes it more competitive then that is great because I always enjoyed that map.
I can’t wait to see these 2 maps in ranked because even though skyhammer isn’t really one of my favourites any more, adding more maps can only be a positive thing because I can get bored of playing the same 4 maps and adding another 2 would be great. Also, I think that it would be an amazing idea to add these maps into the next season of the pro league. I absolutely love watching the pro league and to add these 2 maps to it would be fantastic.
PvE- Grolex (Warrior)
PvP rank: 20 Rating: 1864 (season 7)
i really like spirit watch.
you guys have to keep cranking out more interesting conquest maps. i hope youve abandoned SH development. conquest is a great game mode, and it simply needs a variety of mechanics to keep it interesting. temple and foefire are my favourite maps of all time.
the other good sign is that people are actually VOTING to play skyhammer and spirit watch. which is nice. after 2k hours of spvp, id say my least favourite right now is khylo.
the other issue you need to keep in mind while developing new maps is you shouldnt be locking players out of using their characters in favor of some environmental weapon. this is why khylo and skyhammer are the most disliked maps. nobody like manning trebs and cannons. people want to play their characters. what does work, however, are interesting beasts, verticality and perhaps environmental effects. for your next conquest map consider adding weather to change fighting conditions on the capture points, or on the way to the points.
(edited by mistsim.2748)
Wow I just came back from Beta Skyhammer. That was pretty bad. I never once felt threatened by the hammer or the map.
I think that the hammer platform needed a rework to make it so a single reaper, dh, or engi couldn’t dominate it.
This is too de-tuned. Skyhammer’s lost it’s character and become a pretty blah map.
The new spirit watch is an improvement because it’s not a courtyard battle in the center with the slower spawning spirit globes. I think anet did a reasonable job on Spirit Watch.
Consider bringing back Raid on the Capricorn.
-edit- The side bumpers are not a bad idea, perhaps they could actually be springy? An avatar hitting the sidewalls would bounce or be thrown back. That would create all sorts of possible scenarios.
I’d return the breakable panels and the cannon. After all.. the cannon is the main theme of the map.
(edited by Ithilwen.1529)
i just think they need to scrap every map that revolves around manning some sort of environmental weapon. players want to win the map by using their characters, not by spamming 1 on some objective.
The problem I see in this thread is that on one side complete casuals are talking, on the other side competitive players. I see people mentioning here how they liked the knockback cheese on skyhammer while actually players like me never even had the chance to play skyhammer since it simply didn’t work for a ranked competitive game. The map was simply dysfunctional and more in the line of something like keg brawl or crab toss.
So the changes were VERY good. People like me might actually be able to play on skyhammer now.
Personally I also like spiritwatch but some people state they just dislike the general layout (well guess that is what map vote is for).
Edit: Biggest clowns here are PvE players complaining that they can no longer farm daylies on skyhammer. Really? That is a completely different level of boldness.
I’ve played Skyhammer more. My initial point stands (it was oversimplified to the point of becoming dull), and I have an additional note to make: fighting at A/C often has big camera issues, with the walls coming in plain view. There’s no way the map can become competitive is these are not fixed.
EDIT: also, in the lower platform, it’d be great if you could add some jump pads (where the previous ones stood), or even pile up some blocks.
(edited by Elegie.3620)
Skycrap became skyplayable , and it’s great !!!
No for real the map is such an improvement , I already see great dynamic 2v2 fights on the skyhammer node.
The only down side is on each side of the map (next to stairs) there is a pit and classes without vertical mobility can’t get back up. When some one is kitting you that becomes a huge problem if you havent any vertical mobility cause he can bait you in , get out and you’ll have to do a long walk to be usefull on the map again.
Conclusion : Great job Anet . (still a bit sad you din’t nerf rev and mes tho.)
Spirit watch is still a bit borring to play to me, but it’s an imrpovement to what it used to be. I’d appreciate some Orb skills , maybe a long cd stunt breaker and a leap or something so you don’t need to much supports wich allow people to focus on other things instead of having 2 men escorting the orb.
@The Devs
There were a couple of glaring things I noticed in Skyhammer Beta.
The shield wall behind mid instantly reminded me of the wall between the allied zone and the minefield in the Dyson Sphere. It made me wonder if my doffs had gathered good r&d materials this time. (Star Trek online lingo as I’m sure you know. )
The new overhead walk reminded me instantly of a standard Borg cube interior. I was looking around for the Vinculum.
GW2 is a Sword and Sorcery venue, albiet techno magick enabled. Too much tech will spoil things badly.
To use a cooking metaphor; Many foods are enhanced by trace amounts of salt. So small that it can’t really be tasted. The salt brings out the other flavors. Too much salt rapidly makes food unpalatable or even inedible.
Also, I’m noticing in both Star Trek Online and GW2 a trend to a dialogue style where the player explains back to an npc a nutshell version of the instructions. This is effective and is used constantly in some places in the military… However it’s also quite annoying. Please consider toning that down.
. I think the maps are great and Ok as they are however with the way the maps are setup Mesmer has advantage with portal and MOA play. Not sure if we should change the maps so that Moa and Portal are less useful or change the Mesmer abilities all together.
Official Map Changes Feedback Thread (Spring Quarterly Update)
in PvP
Posted by: Feuer Liebt Mich.8524
I feel like all the changes to PvP maps have been to make them more generic, like the perfect end point is just a white plain with three capture points on it. I loved the disappearing floor in Skyhammer. I liked being able to distract the enemy team by attacking the lord in Foefire. I want the maps to be unique, and I want other mechanics to compete with vanilla conquest mechanics. Otherwise we might as well only have one conquest map. How does making all the maps the same make them “more competitive”? Do competitive players hate having to learn different things?
(edited by Feuer Liebt Mich.8524)
I agree wholeheartedly.
I feel like all the changes to PvP maps have been to make them more generic, like the perfect end point is just a white plain with three capture points on it. I loved the disappearing floor in Skyhammer. I liked being able to distract the enemy team by attacking the lord in Foefire. I want the maps to be unique, and I want other mechanics to compete with vanilla conquest mechanics. Otherwise we might as well only have one conquest map. How does making all the maps the same make them “more competitive”? Do competitive players hate having to learn different things?
I feel skyhammer is very different than any of the three “competitive” maps. It’s also becoming one of my fav maps thanks to the changes. I’m liking it more than Forest of Niflhel and that’s my second fav.
I read a few comments on this thread and… well, the below quote put it quite nicely.
The problem I see in this thread is that on one side complete casuals are talking, on the other side competitive players. I see people mentioning here how they liked the knockback cheese on skyhammer while actually players like me never even had the chance to play skyhammer since it simply didn’t work for a ranked competitive game. The map was simply dysfunctional and more in the line of something like keg brawl or crab toss.
So the changes were VERY good. People like me might actually be able to play on skyhammer now.
Personally I also like spiritwatch but some people state they just dislike the general layout (well guess that is what map vote is for).
Edit: Biggest clowns here are PvE players complaining that they can no longer farm daylies on skyhammer. Really? That is a completely different level of boldness.
Rank: Top 250 since Season 2
#5 best gerdien in wurld
I like the changes.
Skyhammer:
The map improved a lot but there are still 12 clunky jump pads that are super annoying and buggy. Why?
- They interrupt your skills as if you got CCd.
- You can’t use skills while airborne so it can be abused for kiting(especially melee classes) and stall out fights
- You take fall damage at certain jump pads when you fall back to the pad.
- If you walk too it fast you don’t get launched(cause you already passed the jump pad and it activates behind you), but
- if you walk too slow(in combat/crippled) you can’t coordinate yourself to the platform in the air.
- If you don’t manage to make it to the platform, you have to wait for the jump pad to reset.
- If it resets while you already stand on it you may not have enough momentum to make it to the platform.
The skyhammer shouldn’t be evadable because it only shoots once per activation and is easy to dodge or it should shoot twice(but then mabye lower the dmg a bit). This time-gated skyhammer mechanic and the fact that it decaps is really good!
The old(when it got first implemented) skyhammer map without any barriers and with all the breaking glasses would make an awesome minigame. Don’t believe me? Watch this old skyhammer video. (sry for terrible quality)
Everyone would get transformed to an engineer with push and pull skills like in the vid, and a bit of stealth. (or mesmer with focus pull and gs push, maybe fear necro)
6k+ PvP games
(edited by Kicker.8203)
Official Map Changes Feedback Thread (Spring Quarterly Update)
in PvP
Posted by: Andovar Edoras.2143
The new Skyhammer map feels like it’s lacking something now.. Considering you get to the skyhammer cannon itself only periodically, the map is just basic flat fighting with no other mechanics involved for most of the match. And it’s sad for me because it was my favorite map..
The changes to the cannon’s system itself is good (the neutralizing and the capture point), however i dont think the platform should be locked all the time. It should be unlocked but just the cannon itself deactivated (“charging”).
The complete lack of disappearing platforms is a bit disappointing, since i found them to be perfect for some good strategic play where you lure your enemy into the correct position to kick them into the hole. So maybe just reduce the amount of platforms instead and put them in a few key locations? (like the area under B, or the roads leading to the skyhammer portal, but not the little panels around A and C so you cant just kick people off the capture points to their deaths)..
The complete lack of disappearing platforms is a bit disappointing, since i found them to be perfect for some good strategic play where you lure your enemy into the correct position to kick them into the hole.
Omg just no…
Rank: Top 250 since Season 2
#5 best gerdien in wurld
While I like how the new Skyhammer doesn’t have that wonky camera at mid anymore there still needs to be something nearby for kiting purposes. Also, the bouncy platforms are still too slow, they should be tweaked to assume one is in combat speed.
Spiritwatch is worse than ever since you’re locked out of your usual abilities. This means if someone is carrying the ball they’re effectively in a 4v5 in favor of the defense. Where the ball carrier is, is where you effectively want to be whereas where you are is where the ball carrier doesn’t want to be. Since you have access to your weapon skills and utilities you have a much bigger choice in the matter. I only carried the ball once this season and dropped it upon discovering I don’t have my abilities anymore and would be too far disadvantaged in terms of mobility and skillset.
Hi i havent played skyhammer that much yet but overall the map feels mutch better now.
But i encountered some problems. While playing revenant i couldnt teleport to some places with shiro even if there should be a vaild path to my target. E.g while under mid point and my target is above. Shouldnt there be a valid path over the stairs so i can teleport? Sometimes the target was just a straight line in front of me and it failed. Dunno if it is a skill issue or a pathing issue on the new map.
An other suggestion would be to color the skyhammer and the asura portal that leads up to it so you now by looking at the minimap if the hammer is active or not. Especially if you missed the message there is now indication that skyhammer is currently active once the timer in the upper right corner is gone.
Instead of removing the death floors in skyhammer, why not reduce their impact. Instead of dying and needing to respawn, have them fall to a lower platform with which you need to travel back topside for. That, or have the toon fall into a portal that drops them in the middle of the map (or nearby relevant to the associated point).
Better yet, if you fall through a floor pane into a portal, it drops you on a random point for crazy rotational shenanigans XD (wont work, I know)
You gave forest a nice change – make the bossess spawn after one minute. So nobody has to rage that someone in your team let’s you lose mid in -1 fight just so he can play pve.
Ok…but you gave us spirit watch where nobody knows what to do when game starts. Maybe it’s because it’s unranked or too soon, but I completely hate the map because it’s all over the place – and I mean the players … but the map is driving them and I just can’t take it seriously if I see my ranger going first thing towards the orb and dying against opposing team before my team can even react… It’s forest all over again, just more obvious than ever
Maybe it’ll change in the future, or it’ll get better with ranked (this doesn’t help since I am forced to play random unranked games but whatever), but for now it’s just frustrating
Another problem with it is that the mechanic favors snowballing. usually orb gets carried by team who is in favor (either after a wipe or when outnumbering opponent
Though this might also be a ‘unranked’ problem.
Maybe the conclusion is LET ME PLAY RANKED SO I DON’T TEST YOUR MAPS AND THEIR TEAM MECHANICS IN RANDOM GAMES. But it might just be me
Skyhammer however plays quite nice. I am satisfied by it
(edited by Marius.3185)
I didn’t read anything.
Skyhammer – Decent map layout. Skyhammer often feels like something you want to avoid the enemy from getting rather than actually wanting to get yourself. I still don’t like the jump pads but whatever. Maybe prevent chill, cripple, and immob from affecting players while they’re in air from a jump pad cause when chill makes you too slow to land on an upper platform, I want to punch peoples face.
Spirit Watch – The map layout could use a bit more convenience, wider stairs, slightly less verticality. More importantly, running the orb needs to have like that odd thing I rarely see focus on which is FUN. Orbs skills could be so much more interesting. First, the orb should turn the player into a frog. The frog gains a sonic the hedgehog dash ability, maybe a leap, and whatever. Just make it fun.
k pce.
Also gimmie ranked back or I’ll continue to play myself to death from boredom.
Forgot about this thread. Just want to say after trying out the map changes, I absolutely love them. Just incredible really. And this is coming from an Engi that has pulled and pushed many a people off Skyhammer.
On Skyhammer specifically, I thought it was going to destroy the map I loved (that’s right I liked it). But with these new changes, it is now my absolute favorite map, and I love that others are enjoying it to. The changes to the Skyhammer laser, just incredible. Really feels like an important mechanic now.
Again, just absolutely love the map changes.
I would suggest leaving skyhammer as it is in unranked (simply more fun).
And apply the changes to a ranked version of it.
Spirit Watch: the orb mechanic is a lot better now, here is what i think could be improved:
- Add 1 more skill to the orb that allows you to defend yourself(evade/block) at the right moment.
- Hugh said on stream the orb’s gonna disable people’s trait, like the daredevil +50%max endurance trait. Thief has already the lowest hp pool, very low armor and is not worth taking tanky amulets so if you do that you also have to set people to a certain armor and health value and remove utility skills.
I’d suggest removing only utility skills and elites while leaving traits as they are. With dash you can capture the orb very fast but if you remove utility skills(agility signet) it would be about fine because you are also squishy and teleports/stealth make you drop the orb.
6k+ PvP games
(edited by Kicker.8203)
EVery team I get on waits at the orb even tho it’s not there, could you just put the orb back -_-
EVery team I get on waits at the orb even tho it’s not there, could you just put the orb back -_-
This could be fixed by placing a large visual countdown so people can keep a distant eye on the timing of its spawn. That way they can go waste their time fighting somewhere else XD
I did not play these maps a lot, but the changes are definitely an improvement.
So far, I’m definitely liking the changes.
Skyhammer
This map is the most improved, but I’m still not sure if the swing mechanic of the skyhammer makes enough of a difference since it’s mostly just a quick decap. On one hand, this is a good counter to a team that tries to just bunker down on a point, but it also doesn’t feel as valuable as swing mechanics on other maps. I’m not sure this map is really what it needs to be for it to be ranked, but it’s at least mostly there.
Spirit Rise
I actually had a lot of trouble getting to test this map since no one ever voted for it. However, I can understand why.
This map still isn’t fun.
Spirit Rise is now balanced a LOT better and the timing of the orb spawn makes a huge difference, but after some thinking about the mechanics here, I realized why the CTF element of this map just isn’t enjoyable:
The orb carrier on this map is always slow.
When I reflect to why I enjoyed CTF is other games, I realized that WSG from WoW and Blood Gulch from Halo were some of the best places for this mechanic. I realized that this was because there was a high risk, high reward middle area in these maps where a flag carrier could move quickly at high risk (i.e. running straight through mid in WSG or taking the warthog in Blood Gulch) or they could take the safer approach with a long route.
Spirit Rise needs two things: 1) There needs to have options for which path to carry the orb (fast high risk vs slow low risk). 2) There needs to be some sort of movement speed boost to some degree so that the orb carrier isn’t always some dull, slow turtle.
The first option is probably the toughest to fix since a large part of the issue comes from the small size design of GW2 PvP maps.
The second option, however, would be easier to fix. You could add a 3rd skill to the orb with a leap animation on a long cooldown. To prevent this from always being a good idea, you could add a damage-taken debuff to the carrier when/after using it. This would mean that an orb carrier would not want to use the movement when focused by enemies. At the same time, when not focused, an orb carrier could move faster, forcing an interesting choice from the other team (spend teammates to try and stop or at least slow the orb cap vs focusing on gaining control of points while you have the person advantage in fights).
Foefire
I don’t have as much to say for this map, but I do think that this change was a good one. A lot more cohesive team effort is definitely needed here, even if it does make solo Q games less likely to involve the lord mechanic.
My problem is on spirit watch most of my team mates dont know that it’s going to be a while till the orb spawns so instead of avoiding middle and running to points, the hang down there fighting one or two guys.
I dont know what can resolve this but perhaps time? Huge red letters that flash at the top that tell you how long till the Orb spawns lol.
The more I play Skyhammer the more irritated I get at all of the empty space. All of the spaced that serve absolutely zero purpose. The bottom tier of the map, that you cannot get back up to without going around (removal of jump pads) do something with this area. Make it worthwhile to be there or something that needs to be defended. How about this? Combine both maps. Add capture orbs to skyhammer. Both maps feel pretty bland as it is without enough secondary objectives.
Or add, who ever controls skyhammer also spawns a neutral mob on their side of the map.
Skyhammer is probably the most boring map now.
The hammer barely feels worth fighting over, the lack of jump pads removes a lot of the options for traversing the map (would prefer hot style “Press F” pads) and the removal of the breakable windows makes fights more boring.
The hammer platform change is good, but I’d like the old style hammer back, maybe with 50% damage and much higher cooldown. At any rate, give us a reason to fight over it properly.
Spirit Watch. I like the changes.
Skyhammer is finally playable! I never thought i would see this day. No more swapping to stealth pulls whenever this map comes up. Good Job!
The more I play Skyhammer the more irritated I get at all of the empty space. All of the spaced that serve absolutely zero purpose. The bottom tier of the map, that you cannot get back up to without going around (removal of jump pads) do something with this area. Make it worthwhile to be there or something that needs to be defended. How about this? Combine both maps. Add capture orbs to skyhammer. Both maps feel pretty bland as it is without enough secondary objectives.
Or add, who ever controls skyhammer also spawns a neutral mob on their side of the map.
Yea, the map definitely feels very empty and the bottom areas with the removed jump pad are just an annoyance unless you’re a class with a blink/teleport.
The more I play Skyhammer the more irritated I get at all of the empty space. All of the spaced that serve absolutely zero purpose. The bottom tier of the map, that you cannot get back up to without going around (removal of jump pads) do something with this area. Make it worthwhile to be there or something that needs to be defended. How about this? Combine both maps. Add capture orbs to skyhammer. Both maps feel pretty bland as it is without enough secondary objectives.
Or add, who ever controls skyhammer also spawns a neutral mob on their side of the map.
Yea, the map definitely feels very empty and the bottom areas with the removed jump pad are just an annoyance unless you’re a class with a blink/teleport.
Yeah, I do agree with that. Not sure why those jump pads were removed. Either the terrain there needs to be changed, or the jump pads need to be brought back.
As for those jump pads in general, having them function more like the jump pads at Tequatl would be more reliable.
There is only so much Foefire and Forest one can play, or was it Forest and Foefire….
I wrote a whole long post, before your wonderful forums decided to make all of that disappear, so I’ll try to be succinct and have the big main points expressed here instead.
In short, it would be really nice to look forward to PvP changes that encompass more than balance and rewards changes. If through these maps you can regain the confidence to develop actual new PvP content, without the fear of it being shunned by the competitive community from the outset, then you take all the time you need.
So long as you figure out what it is that makes for acceptable PvP maps for this community, get the best qualities right and avoid the worst pitfalls, I am game… PvP needs to be able to expand in the future on more axis’s than rewards and balance.
The major pieces of structured PvP content accepted by the community since launch are Foefire and Temple, and those first came into the game ages ago.
Leagues and reward tracks etc. are systems that incentivize and support playing PvP, while important they can’t carry the entire game type forever, now that they are finally more or less nailed down I guess the need for those to change is less and less also going forward.
(edited by Crise.9401)
I like the changes in general! Spirit Watch is a huge improvement this way and the map is so much more enjoyable, once the next season kicks in this one certainly can be part of the ranked pool.
Skyhammer… I actually like the way it was a lot but I understand that it needs change especially if you want to move it to the ranked pool (which should happen for the sake of diversity), and while the map changes itself are already fine, the Skyhammer system is awful; no idea how it works, what it benefits are and the maptool gives a very bad explanation. This needs rework!
In general pvp can use more maps, and please! Deathmatch!
Sorry in advance to anyone in the next seasons, but it’ll wind up being 4v5 in ranked if the new skyhammer gets put into it. I’ll probably abandon the map and take the dishonor if it gets chosen thats how much I dislike the new changes (mainly the missing breakable platforms). Its just so boring now.
Please give us a keyring…
The more I play Skyhammer the more irritated I get at all of the empty space. All of the spaced that serve absolutely zero purpose. The bottom tier of the map, that you cannot get back up to without going around (removal of jump pads) do something with this area. Make it worthwhile to be there or something that needs to be defended. How about this? Combine both maps. Add capture orbs to skyhammer. Both maps feel pretty bland as it is without enough secondary objectives.
Or add, who ever controls skyhammer also spawns a neutral mob on their side of the map.
Yea, the map definitely feels very empty and the bottom areas with the removed jump pad are just an annoyance unless you’re a class with a blink/teleport.
Yeah, I do agree with that. Not sure why those jump pads were removed. Either the terrain there needs to be changed, or the jump pads need to be brought back.
As for those jump pads in general, having them function more like the jump pads at Tequatl would be more reliable.
I actually think that Skyhammer would be a lot better off if all the jump pads were removed in place of ramps or something like that.
While the jump pads are fun, they don’t play well with latency and overall just add a very inconsistent experience that tends to result more in frustration while mid fight than enjoyment.