PvP Maps
Sky hammer is just annoying as balls because there’s so many places to fall. I want to spend more time fighting than falling (huge amounts of CC add to the issue). Raid on the Capricorn was a very fun map, but I believe the reason they took it out is because they weren’t big fans of underwater combat in PvP. Some classes had very OP underwater skills that could have them live indefinitely, taking 3-4 players to kill them.
But that’s what makes Skyhammer so fun , you have to keep an eye on your surroundings and the opponents . And as long as you have a knock back/ launch/ or even pull(so that takes a bit more skill) as long as you position yourself right you can easily win 1v2 or even 1v3 by launching enemies to their abyss.
In regards to Capricorn , doesn’t balancing underwater skills ( at least in pvp, much like other skills which have a pvp and a pve version ) sound like a better solution then removing underwater altogether ? Same can be said for pve . The UW in GW is sweet , why would they abandon it – I once again do not understand
Can somebody please elaborate why people hate diversity in PvP? Personally I find skyhammer to be the most fun pvp map of the bunch due to the sheer increase of posibilities, however i’ve gotten the immage that the vast majority of players really don’t (i fail to undertand why), to the point where Anet themselves succumb to peer preasure, and do not includ the map in League play,
The thing is, I LOVE Skyhammer when played “normally,” as in just play it as if there isn’t a gigantic cliff on one side, but it can become hugely unbalanced if one team comes in with a lot of Fears and launchers and the other team does not.
I would love to see them retool Skyhammer as the first “post-HoT” map, by giving every player (including those without HoT) access to gliders on that map, and updrafts below the stage, so that getting knocked off is not lethal, and can in fact put you in a better position if you play it right.
And as long as you have a knock back/ launch/ or even pull(so that takes a bit more skill) as long as you position yourself right you can easily win 1v2 or even 1v3 by launching enemies to their abyss.
And as long as you don’t, you can’t, which makes it not nearly as fun for the other guy.
you spend complaining about it on the forums, you’d be
done by now.”
Underwater combat was unbalanced as kitten. Ranger was pretty much immortal because of the downed 3 skill which heals for so much that it can outheal 2-3 people’s damage.Thief was constant evade. Necro shroud form can take you from 100-0 in 2-3 seconds. As far as I remember mesmer had some OP skills as well – like a pull that you couldn’t get out of.
Personally I think Skyhammer is a really interesting and nicely made map, but the problem with it is it gives certain class builds a strong advantage over others. Likely the people who really like Skyhammer have ample supply of pull/push/condi cleansing skills (for fear, immobilise etc.) and easy access to stability, and those that don’t like it probably don’t.
Also, persistent traps/wells are also very strong in preventing access to the Mega-laser platform. A DH, ranger, necro can just leave all traps/wells right at the entrance for someone to trigger. In the case of DH that can mean instant death. So in essence I think it is a really nicely structured map, but it is a bad PvP map because it favours certain classes.
-delete- Forum hiccup. Double post
Thing is, doesn’t like every profssion facilitate a knockback in 1 form or another? The only one I can think of is thieves , but they have plenty of ther things like evasion to atleast provide deffence. I remember simply running rifle a the 2nd wep on my warrior, and the knockback on 5 was sufficient for intresting plays
so it’s only a matter of whether you choose for ur build to account for a situation like that or not
The thing is, I LOVE Skyhammer when played “normally,” as in just play it as if there isn’t a gigantic cliff on one side, but it can become hugely unbalanced if one team comes in with a lot of Fears and launchers and the other team does not.
Yeh these are mostly used inside skyhammer where its a small platform. They should make that area bigger to stop this. It’s much more fun when no one touches skyhammer. Maybe there should be 2 skyhammers awell. Then when you have someone on the opposite team you have an alternative recourse than getting knocked off or getting portal trapped by DHs.
Occasionally you have a mes who would rather pull people onto the holes than fight. I have a DH with a great pull but I’d never use it to do this. I’d feel like too much of an kitten (edit: censored is rectum ok?). I think to prevent this youd have to get rid of the holes altogether which is a shame because having to remember the holes are there and avoid them keeps you on your toes.
(edited by jessiestiles.9437)
Since you never played Capricorn I’ll tell you why people hated it. Like someone already mentioned, underwater combat is incredibly imbalanced. On top of that, whoever controlled mid point had ally sharks on their side in the water. This meant that if someone was defending mid, there was almost no way to try and contest it 1v1 because about 6-7 sharks would be swarming you as well. Imagine trying to win foefire mid 1v1 with the other team’s lord and bodyguards also trying to kill you.
Skyhammer can be “fun” and all and is fine just for some friendly games, but pvp players hate the map because it adds many imbalances that can throw off competitive pvp
the skyhammer itself is one minor example where its forcing you to use dodges on something you normally wouldnt have to, this so much isnt a big deal, but its when its coupled with the other aspect of the map that it becomes a problem, the holes and falling to your death
The classes in the game were never balanced around the idea that knockbacks and pulls could be potential 1 shot killers, but in skyhamer they are, some classes just have WAY more access to knockbacks and pulls than others and some classes have zero unless they run a funky suboptimal build. This makes certain classes exponentially more deadly, and sure you could just save your dodges for the knockbacks but then you might be forced to eat their burst or you may have been forced to dodge a skyhammer blast
When all these things are put together it makes skyhammer a place where certain classes get almost a godlike buff just because of the nature of the map
the skyhammer itself is one minor example where its forcing you to use dodges on something you normally wouldnt have to, this so much isnt a big deal, but its when its coupled with the other aspect of the map that it becomes a problem, the holes and falling to your death
That’s not really a problem. In Khylo, nobody gets hit by the treb, despite the animation being less obvious than the hammer, and controlling the hammer means you’re one less player on the map. It’s all fine.
The “fall-to-your-death” part is a bit more of a deal-breaker. As someone suggested, adding gliders, and a "ground level” with stairs or jumping pads to move back up would be a great way to make the map more fun. That way, you could still get a free decap if you manage to push a player through a platform (the same way you can get a free top buff on temple if you manage to pull your foe in the hole), but the player in question would not die. Plus, gliding is fun, and I’m sure a lot of pvp players would like to see it added to unranked.
I think to prevent this youd have to get rid of the holes altogether which is a shame because having to remember the holes are there and avoid them keeps you on your toes.
See, I think they could make this work. Just don’t make it lethal. Either add gliders/updrafts, which would be a lot of fun, or just put water under there and a slightly inconvenient path back up (but not too terrible). that way, the CCs could offer you a tactical advantage in claiming those points, but it would only set the opponent back a bit, it wouldn’t outright kill them.
you spend complaining about it on the forums, you’d be
done by now.”
" due to the sheer increase of possibilities,"
Those “possibilities” are outside of one’s class mechanics and there’s very little maneuvering space. I personally hate Temple more though due to its verticality.
" as long as you position yourself right you can easily win 1v2 or even 1v3 by launching enemies to their abyss. "
Yeah due to an environmental situation instead of one’s mastery over the mechanics. Launching can be fun though from either end but those kinds of tactics are better in a mode like WvW.