(edited by guardian.6489)
What will be 2fort/de_dust2 of Guild wars 2?
IMHO, Foefire is by far the best Map, but other Maps like Kyhlo are still more popular, but here’s why Foefire is the best one:
- Biggest Node in the Middle with a rather open area which allows for the most balanced and exciting Teamfights.
- The Side-nodes are also quite decent and nowhere near as bad as for example Henge. The areas are again quite open.
- The Distance between the side-nodes and Middle are quite good IMHO, because they are short enough to make ppl consider not running a Portalmesmer in every Teamcomp, but they are long enough to not completely disregard the Portal.
- With just a little bit of tweaking to the secondary Objective (like more NPC’s with more Health, but an instant Matchwin if you kill the Guild-Lord), we could actually have sth. with a very good secondary objective that would remind ppl of the good ol’ GW1-days.
- Because of the more open Areas, it lends itself better to expermimentation with 6v6 or 8v8-Formats, because who’s really gonna go into a midfight on Maps like Kyhlo or Nilfhel etc. with Larger Teams: the Movement and positioning is just so restricted, that it’ll be just a spamfest of AoE-Ranged attacks…
Hooray for Foefire!
Temple of the Silent Storm is a good map.
There are no WvW mechanics that don’t fit into the sPvP(like the trebuchet in Kyhlo).
No PvE stuff(lord in Foefire, NPCs and lasthitting crap in Nifhel, sharks and underwater crap in capricorn). The small underwater area in Temple of the Silent Storm is fine because usually you should not need to be there.
Spirit Watch could be the same but there is MUCH to improve(that’s why everyone is complaining at the moment). But this should be talked about in another thread.
The buffs in Temple of the Silent Storm are a the best secondary objective. The 2 buffs to increase points per kill help you to get a few more points in killing. If your enemy is killing more it still might be important to get them to deny the enemy more points.
The other to buffs lead to interesting games since you need to decide if you should get them and when to move there(meaning less people at the capture points). Also the top middle buff(Stillness) which doubles (?) the points is worth a lot… somtimes more worth than the other buff bottom… if you can at least hold 1 point and get points back fast after the others take all 3. Also nice fights and use of fear, knockback and other stuff at the top buff where you can knock the enemy down into the water. And you can jump down into the water and move to gate from there.
The map design is nice. First I did not like it because I thought it was a bit confusing… but that’s with every new map. Once I played a lot of matches I got used to it. Because the usefulness of knockback and stuff like that I like it Also Spirit Watch is going into the right direction here… where you can use knockback stuff to help the orb carrier and knock someone down or knock down the orb carrier so he has a much longer way to walk back than he would if the map was flat without stairs had to walk up.
Of course if the people prefer more something like deathmatch the Foefire(personally I don’t like it) seems better. I agree with PowerBottom
“- Because of the more open Areas, it lends itself better to expermimentation with 6v6 or 8v8-Formats,”
and I always thought this was the only map made for teams bigger than 5 vs. 5.
Eternal Battlegrounds, obviously.