http://twitch.tv/alemfi/
(edited by alemfi.5107)
Created a surveymonkey link to gauge gw2 pvp forum consensus on opinions on the new maps:
survey: https://www.surveymonkey.com/r/9RSN768
results*: https://www.surveymonkey.com/results/SM-KSPH78SX/
My own opinions are that while I thought Revenge on the Capricorn was a decent enough map, missing the novelty of being able to fight on a ship, but appreciating the unique element of a mid-point being about as close to spawn as home point is, the map was overall enjoyable enough (though slightly burnt out due to the achievements)
When it comes to the Eternal Coliseum however… I am generally not a fan at all. The aesthetics look underwhelming, and as far as the mechanics go, they aren’t particularly interesting. Most games I play, if I’m on my mes, I just start heading over around 10 seconds until they are ready, blink, and cap it in half a second and then head back. There’s rarely a feeling of contesting the side objective.
Honestly, I feel like Eternal Coliseum … being essentially like a gladiator arena, could be re-purposed and redesigned to be a decent team deathmatch style map. I feel there has been a resurgence in interest in 2v2/3v3 tournaments, showcasing courtyard, and believe that if anet gave the mode some support/love, it could actually receive some good community reaction.
My thoughts, thanks for listening, and I’d love to see yours.
(edited by alemfi.5107)
Coliseum would be best as just straight deathmatch with 5 or 6 different spawns.
The current map is fairly zergy and does not lead to enjoyable fights. It’d be fun as a casual 1v1v1v1v1v…. though.
woops, I just realized I forgot to explain why I added Elimination as an option. From what I recall, around the time that Courtyard was still mixed in the unranked queue, it seemed like people were confused between the difference between TDM and Elimination formats. I used the term “elimination” based on a google query for “pvp modes” which lead to this sites definition: http://zmr.enmasse.com/game-info/gameplay/competitive-pvp-modes#elimination
i disagree, Capricorn map is too big. It allows for mesmers to have a huge impact on the team game and hurts people who dont have high mobility.
Coliseum allows for different styles of game play. Its a small map which means teams can play it safe and control 2 points and go for buffs which is great in this current meta of constant 4 vs 4 and 5 vs 5.
Killing someone on coliseum means that someone can quickly get a decap since the other cap point is close. There is actual strategy and even though i would like some of the pillars and stands to be changed because they can be trolly .
Capricorn is all about zerg fights. Winning the big battle means your team can run off to the next point together. Literally you can watch and see if someone tries to sneak past since they open area shows all. Especially since the bell is a huge aspect of games, capping home and winning the mid fight means you control the whole map since it takes a long time for a player to get to a cap point and because you have to separate for the bell.
The big difference between the 2 is the buffs on coliseum, the 20% increase in life, damage,condi and the help of the npc can change a game. So if you lose the mid fight and simply take your time and regroup and win the buffs you can take back all 3 points again. Its quick and yet you can play different styles.
I dare you to be slow of Capricorn and think you have a chance.
i disagree, Capricorn map is too big. It allows for mesmers to have a huge impact on the team game and hurts people who dont have high mobility.
Coliseum allows for different styles of game play. Its a small map which means teams can play it safe and control 2 points and go for buffs which is great in this current meta of constant 4 vs 4 and 5 vs 5.
Killing someone on coliseum means that someone can quickly get a decap since the other cap point is close. There is actual strategy and even though i would like some of the pillars and stands to be changed because they can be trolly .
Capricorn is all about zerg fights. Winning the big battle means your team can run off to the next point together. Literally you can watch and see if someone tries to sneak past since they open area shows all. Especially since the bell is a huge aspect of games, capping home and winning the mid fight means you control the whole map since it takes a long time for a player to get to a cap point and because you have to separate for the bell.
The big difference between the 2 is the buffs on coliseum, the 20% increase in life, damage,condi and the help of the npc can change a game. So if you lose the mid fight and simply take your time and regroup and win the buffs you can take back all 3 points again. Its quick and yet you can play different styles.
I dare you to be slow of Capricorn and think you have a chance.
I actually feel that mesmer’s have LESS of an impact on capricorn than other maps (as a solo player) the size of capricorn means you can’t just leave a port on an empty (side) point and then fight on a different point (mid), and then port back to contest as soon as you see someone arrives on your point on the minimap. In addition, the blinks allow tremendous advantage on the Coliseum match as I mentioned earlier, not only for the buffs but giving additional path access from sides to mid.
I appreciate that you brought up that “Killing someone on coliseum means that someone can quickly get a decap since the other cap point is close.” as I think that is an interesting element to the Coliseum map, where all the points are relatively close to equally accessible relative to each other.
When can we see the results of the survey?
oh… do they not show up? sorry I’m not that familiar with survey monkey… so far there are 32 responses, one sec, let me look how to provide them
Edit2: Okay, so it looks like the link does update in real time, however I’m thinking to remove the link for now until a few days later, to not let the results skew the votes, potentially.
(edited by alemfi.5107)
I like Coliseum, not a big fan of Capricorn but its ok.
Im only referring to portal with premades. Like I and a few others found some nice spots behind the houses to drop a portal and backside someone from the bell.
Cant use it in the basic sense of protecting points but in the idea of team movement. Like i drop the portal by the bell then go to mid and then if we win the fight i can port to the bell where the Dh drops the traps on the bell and we port back to mid and act like we are running to the bell.
We did some really trolly stuff like running full trap ranger, 3-4 trap DH and then healers and simply make the cap point on bell unfightable then portal to take back points we let the team have.
map’s zergy! easy to reach both ends.
I liked Courtyard. The only reason people really hated it was because 5v5 deathmatch is too chaotic and fast, and it was forced on us when we wanted to play conquest. Make Deathmatch a separate PvP mode, just like Stronghold is. And also make Courtyard bigger to help adapt to the 5v5 system you have in place, or make Deathmatch a varying party size mode. Population is pretty small so it would probably just be good to start with 3v3 and then expand if the population gets higher (and I won’t get into why it won’t any time soon with the way you’re all handling things).
Just give me a map with cap point in it no off the wall extra’s like trebs-lords-beast and so forth tired of losing do to the other team getting 1 boost or kill to put the game to a no win no matter what u do make it like courtyard but with points to cap only and make the map a bit bigger
Yeah, it seems like fights are constantly getting +1’d, which happens in PvP, but especially on this map. It just doesn’t really feel good to be winning a 1v1 on point, then get jumped by 2 enemies that just ran over from mid in 2 seconds. This happens ALL THE TIME, on Coliseum because it’s a short distance from mid point and you can’t see +1’s coming due to walls.
Yeah, it seems like fights are constantly getting +1’d, which happens in PvP, but especially on this map. It just doesn’t really feel good to be winning a 1v1 on point, then get jumped by 2 enemies that just ran over from mid in 2 seconds. This happens ALL THE TIME, on Coliseum because it’s a short distance from mid point and you can’t see +1’s coming due to walls.
That’s a good thing actually. It means the strategies you use for coliseum are different from the ones you use for capricorn.
I guess if you consider zerging to be a good strategy…
As it is now, I think it favours classes with mobility like thief and mesmer a little too much in that they can jump between points quickly whereas others need to run all the way around.
I think coliseum favors classes that can hold a point because your teammates can reach you faster to +1. Meanwhile, capricorn is better for classes with mobility due to how far away the points are.
Yeah, it seems like fights are constantly getting +1’d, which happens in PvP, but especially on this map. It just doesn’t really feel good to be winning a 1v1 on point, then get jumped by 2 enemies that just ran over from mid in 2 seconds. This happens ALL THE TIME, on Coliseum because it’s a short distance from mid point and you can’t see +1’s coming due to walls.
That’s a good thing actually. It means the strategies you use for coliseum are different from the ones you use for capricorn.
I don’t really think so. It basically means full-bunker builds (which are cancerous and otherwise 100% negative to gameplay) are the only classes that can hold a point at all, much less for any length of time.
Thieves are 100% useless as decappers on Coliseum because the distances are so short their speed/stealth advantage is not enough.
DH, necro, mesmer, and ele can teleport through the walls, making travel distance for them even shorter from mid to the side points. A DH using GS charge, JI, and wings for movement can cover the entire map faster than a thief can if he’s got enemies to target along the way for sword2 and JI. Throw in trapper runes and it’s a huge lead (though their viability in a fight goes down).
I would like that once u get the buff your position wouldnt show to the enemie.
Because atm we can see where that player is going once he gets the buff.
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