Champion Shadow
Better Luck Next Time [BLNT]-Sea of Sorrows
I think it is a really fun map that requires it’s own meta. the reason you would get insta-gibbed like most people complain is because they aren’t built properly for it. it is a map that brings a whole new skill level to the pvp in the fact that you now have environment effects to kill your enemies. I mean as a thief i get much joy from a well placed tripwire on a glass floor while i’m capping a far node.
All in all it has been alot of fun. some of the fights over the cannons are really tense and can be pretty clutch. The fact about this map is that it requires specific builds and awareness of your surroundings that alot of players currently don’t use or aren’t used to. Anet said themselves that they don’t want people using the same builds for every map and that it would be required to tailor yourself to the arena. this is a perfect example. It is a little early to be complaining about it. let people get used to the mechanics and figure out how best to play it before asking it to be taken out of rotation.
Personally i am thoroughly enjoying it. Especially funny when i watch S/D eles RTL straight into a hole in the ground XD
P.S. I think if anything, they should patch the skyhammer cannon so that it can be evaded. would relieve a ton of griefing.
You are insane for liking this map.
It’s a cheese map, Build Wars trumps Guild Wars. I.e. if you spec for kittentons of CC + fear you will do better than someone who is more talented and runs a build where the goal is to actuall kill another player or bunker the point.
It’s fine for hotjoin/having fun trolling people, but it’s an awful competitive map
Most bunkers should already be running CC. and bunkers have alot of access to stability and stun breaks. Not only that, but why is being built to kill players considered skilled? the point of the competitive play is to win. This map is all about positioning. If you are positioning well you will come out on top no matter what, it all comes down to not being familiar with the map yet.
I.e. if you spec for kittentons of CC + fear you will do better than someone who is more talented and runs a build where the goal is to actuall kill another player or bunker the point.
If one person is building for the map in rotation and the other isn’t that would mean that the former really IS the more talented player as far as tactical necessity goes. All talent is not measured in 1v1 prowess.
Most bunkers should already be running CC. and bunkers have alot of access to stability and stun breaks. Not only that, but why is being built to kill players considered skilled? the point of the competitive play is to win. This map is all about positioning. If you are positioning well you will come out on top no matter what, it all comes down to not being familiar with the map yet.
Because knockback + fear are incredibly spammable and it doesn’t take a lot of skill to use them. Killing a talented player or bunkering a point against a good player is pretty kitten hard. Using a knockback/fear rotation rotation until someone reaches a ledge or immobilizing them on a glass platform is pretty easy, especially when you consider the ration of CC to stunbreak/condition removal.
Positioning isn’t “Hard” on this map either: You’re forced to either stand next to a wall and eat damage on tiny, cramped points until you blow up, or get CC’d off edges. That doesn’t take a lot of skill, to make that decision. It’s not fun, and it’s not competitive. Players asked for big, open cap points like Foefire so that team fights and skilled team-oriented play could develeop. Instead we got Cheese Wars where the team with the most knockbacks wins.
People hate to addapt, especially when it’s for one map only.
But well, to me it’s the best map ever. I don’t even want to play
any other map anymore, and I say this without having any cc
or stability.
Most bunkers should already be running CC. and bunkers have alot of access to stability and stun breaks. Not only that, but why is being built to kill players considered skilled? the point of the competitive play is to win. This map is all about positioning. If you are positioning well you will come out on top no matter what, it all comes down to not being familiar with the map yet.
Because knockback + fear are incredibly spammable and it doesn’t take a lot of skill to use them. Killing a talented player or bunkering a point against a good player is pretty kitten hard. Using a knockback/fear rotation rotation until someone reaches a ledge or immobilizing them on a glass platform is pretty easy, especially when you consider the ration of CC to stunbreak/condition removal.
Positioning isn’t “Hard” on this map either: You’re forced to either stand next to a wall and eat damage on tiny, cramped points until you blow up, or get CC’d off edges. That doesn’t take a lot of skill, to make that decision. It’s not fun, and it’s not competitive. Players asked for big, open cap points like Foefire so that team fights and skilled team-oriented play could develeop. Instead we got Cheese Wars where the team with the most knockbacks wins.
Give me an example of any class (Besides mace/shield warrior) that has reliable “spammable” CC rotations please. Most are knockdowns or stuns which will never throw you off an edge. Access to actual launches and RELIABLE fears is pretty limited and on long CD.
To elaborate: If you cannot watch for the super telegraphed animations of launches, you deserve to go over the ledge. Banish is easily avoidable, Necro marks can be evaded, and their wall is kindergarten levels of easy to avoid. Plus the one magic boon called stability that denies it all even if you were clumsy enough to get caught in it.
(edited by Heizero.9183)
i like the map
only the fights on the cannon are a bit sad, because small area.
dodge able cannon whould be also nice :P
i like the map
only the fights on the cannon are a bit sad, because small area.
dodge able cannon whould be also nice :P
Yeah i think dodging the cannon would really improve the skill cap of this map, as well as alleviate a lot of the frustration that some people seem to be having.
Personally I think the map is fun.
I dont mind adapting my playstyle for maps so I´m fine with the cc- and roamer-stuff going on on this map.
It´s huge fun to send people flying who didnt place themself properly.
But I see why people dont like to adapt for it. So much CC can be frustrating because not every class has access to stability or even stunbreakers.
Only big issue I see with this map is the cannon. It should definitely be at least dodgeable or have a smaller aoe or no knockback or less damage.
It´s just wrong that ~3 people have to get the cannon and defend it while the rest caps the points.
Personally I think the map is fun.
I dont mind adapting my playstyle for maps so I´m fine with the cc- and roamer-stuff going on on this map.
It´s huge fun to send people flying who didnt place themself properly.
But I see why people dont like to adapt for it. So much CC can be frustrating because not every class has access to stability or even stunbreakers.Only big issue I see with this map is the cannon. It should definitely be at least dodgeable or have a smaller aoe or no knockback or less damage.
It´s just wrong that ~3 people have to get the cannon and defend it while the rest caps the points.
I agree. nice to see some constructive feedback for this map. Hopefully Anet will listen and make some minor changes instead of scrapping it.
I want PvP, not Players vs Floors.
It’s fun, but I want something less cheesy and one-dimensional from time to time. The fact it’s the only map in the rotation is what spawns so much hate.
It doesn’t really have anything to do with positioning. You just stack your team with CC+Stab and ignore positioning.
I love this map. It has officially replaced Temple of the Silent Storm as my favorite map. This map accomplishes something that so many of the other maps failed at: it is fun in a tactical and chaotic way.
So far, I’ve only played on it with a conditionmancer, and I loved it. My fears now have the potential to one-hit kill people, and also the counter-control can easily save me from one of devastating environmental effects. Positioning is more important than just “how far away you are from an enemy zerg”. Swiftness is now meaningful as movement and as a form of escape, and movement skills as a whole can be used tactically now.
For example, I was once one-shot by a thief who shadowstepped onto a glass pane, used scorpion wire to yank me in top of it, then shadow-returned away immediately the second it broke. It was awesome. What was also awesome was that I saw another thief attempt that trick on me again, but I dodged Scorpion wire, and he fell to his death.
I’m seeing people rocket jump all over the place, banish other players into oblivion, lay down traps around gates and glass, accidentally ride the lightning right off the edge, and snipe other players from above. Heck, with all of those launch pads half of the fights feel like they’re aerial.
This map accomplishes a very simple goal. Ultimately, the PVP in this game isn’t about how big your manhood is, how much you can pwn n00bs, who can 1 vs 1 better, who can win harder, or other things like that. It is to have fun. This map accomplishes fun in a big way: by being unpredictable, chaotic, different, and making players aware of their surroundings. IMO a lot of the QQ I hear about the map reminds me of a video I saw once:
And the end of that video sums up how I feel about it.
It doesn’t really have anything to do with positioning. You just stack your team with CC+Stab and ignore positioning.
If you are positioned well, what is the CC going to accomplish? just going to end up sacrificing sustain and damage for nothing.
It doesn’t really have anything to do with positioning. You just stack your team with CC+Stab and ignore positioning.
If you are positioned well, what is the CC going to accomplish? just going to end up sacrificing sustain and damage for nothing.
You can’t avoid them all, the guy with stability can.
Besides, how hard is ‘hug the door like it’s a long lost lover’ anyway? You’re going to die if you’re standing anywhere else in the cannon room, no question.
Start casting knock, switch direction for one moment, boom headshot. Pr0.
Imo it is a funny map not tournament map for thousand reasons
Because knockback + fear are incredibly spammable and it doesn’t take a lot of skill to use them. Killing a talented player or bunkering a point against a good player is pretty kitten hard. Using a knockback/fear rotation rotation until someone reaches a ledge or immobilizing them on a glass platform is pretty easy, especially when you consider the ration of CC to stunbreak/condition removal.
Positioning isn’t “Hard” on this map either: You’re forced to either stand next to a wall and eat damage on tiny, cramped points until you blow up, or get CC’d off edges. That doesn’t take a lot of skill, to make that decision. It’s not fun, and it’s not competitive. Players asked for big, open cap points like Foefire so that team fights and skilled team-oriented play could develeop. Instead we got Cheese Wars where the team with the most knockbacks wins.
I don’t agree with this at all.
Every profession have access to some sort of pull, knockback or fear as much as every professions have access to stunbreakers, dodges and, of course, a brain.
You can’t be lauched off a ledge if you are good enough to find a good positioning. You just have to make sure you aren’t between your enemy and a ledge, that’s all.
If you failed to have a good positioning, you can still use your stunbreaker to save your kitten .
There is a lot of counterplay in this map and, most important, it is fun.
It adds diversity to the boring linearity of other maps.
You can’t avoid them all, the guy with stability can.
Besides, how hard is ‘hug the door like it’s a long lost lover’ anyway? You’re going to die if you’re standing anywhere else in the cannon room, no question.
Start casting knock, switch direction for one moment, boom headshot. Pr0.
Stability can be removed, stolen and corrupted. Mantaining a good positioning can’t.
Why are you just focusing on “hugging the door?” You can knockback your enemy too.
It’s up to you to be good enough to push them off before they do that to you.
(edited by sorrow.2364)
It doesn’t really have anything to do with positioning. You just stack your team with CC+Stab and ignore positioning.
If you are positioned well, what is the CC going to accomplish? just going to end up sacrificing sustain and damage for nothing.
You can’t avoid them all, the guy with stability can.
Besides, how hard is ‘hug the door like it’s a long lost lover’ anyway? You’re going to die if you’re standing anywhere else in the cannon room, no question.
Start casting knock, switch direction for one moment, boom headshot. Pr0.
The Cannon room is not the whole map. i agree the fights there can turn pretty chaotic. My suggestion is allow the cannon to be evaded/blocked/invuln and you will see alot less of the chaotic cannon fights going on because it won’t be enarly as important after it is toned down. instead of saying the map ins un-playable in competitive tournaments look at ways that it can be.
I like the new map for the most part, I think it’s a fun concept. There are a lot of ranged spots to stand on if you’re not a CC class, if you have to drop down it becomes about positioning yourself in relation to the enemy, which just means in relation to them so if you get knocked back it’s not into a hole, it doesn’t mean u have to stand still against a wall in one spot… that’s rather overdramatic.
The cannon is not that hard to avoid and works fine IMO. The map favors knockback more so than other skills, sure, just like teleports are better in khylo than in other maps. But players don’t get those knockbacks for free, if they’re picking up every knockback in the book and get out-positioned/have their knockbacks dodged their lack of other tools will get them killed rather swiftly. The map does lead to a pretty different play style but I like how challenging/different it is.
(edited by Julius.1094)
It doesn’t really have anything to do with positioning. You just stack your team with CC+Stab and ignore positioning.
If you are positioned well, what is the CC going to accomplish? just going to end up sacrificing sustain and damage for nothing.
You can’t avoid them all, the guy with stability can.
Besides, how hard is ‘hug the door like it’s a long lost lover’ anyway? You’re going to die if you’re standing anywhere else in the cannon room, no question.
Start casting knock, switch direction for one moment, boom headshot. Pr0.
The Cannon room is not the whole map. i agree the fights there can turn pretty chaotic. My suggestion is allow the cannon to be evaded/blocked/invuln and you will see alot less of the chaotic cannon fights going on because it won’t be enarly as important after it is toned down. instead of saying the map ins un-playable in competitive tournaments look at ways that it can be.
The cannon room is the whole map actually. If you can’t figure out why, use the data instead. Count your win/loss when you control the cannon, compare to when you don’t.
It doesn’t really have anything to do with positioning. You just stack your team with CC+Stab and ignore positioning.
If you are positioned well, what is the CC going to accomplish? just going to end up sacrificing sustain and damage for nothing.
You can’t avoid them all, the guy with stability can.
Besides, how hard is ‘hug the door like it’s a long lost lover’ anyway? You’re going to die if you’re standing anywhere else in the cannon room, no question.
Start casting knock, switch direction for one moment, boom headshot. Pr0.
The Cannon room is not the whole map. i agree the fights there can turn pretty chaotic. My suggestion is allow the cannon to be evaded/blocked/invuln and you will see alot less of the chaotic cannon fights going on because it won’t be enarly as important after it is toned down. instead of saying the map ins un-playable in competitive tournaments look at ways that it can be.
The cannon room is the whole map actually. If you can’t figure out why, use the data instead. Count your win/loss when you control the cannon, compare to when you don’t.
I won a few actually because they constantly had 2-3 players guarding and firing cannon all game which made it very easy for me and the other roamer to keep control of outside nodes.
I like the new map for the most part, I think it’s a fun concept. There are a lot of ranged spots to stand on if you’re not a CC class, if you have to drop down it becomes about positioning yourself in relation to the enemy, which just means in relation to them so if you get knocked back it’s not into a hole, it doesn’t mean u have to stand still against a wall in one spot… that’s rather overdramatic.
The cannon is not that hard to avoid and works fine IMO. The map favors knockback more so than other skills, sure, just like teleports are better in khylo than in other maps. But players don’t get those knockbacks for free, if they’re picking up every knockback in the book and get out-positioned/have their knockbacks dodged their lack of other tools will get them killed rather swiftly. The map does lead to a pretty different play style but I like how challenging/different it is.
This^
I won a few actually because they constantly had 2-3 players guarding and firing cannon all game which made it very easy for me and the other roamer to keep control of outside nodes.
Numbers, not feelings.
I won a few actually because they constantly had 2-3 players guarding and firing cannon all game which made it very easy for me and the other roamer to keep control of outside nodes.
Numbers, not feelings.
Numbers from one player in regards to a “few matches” might as well be feelings given how unlikely they are to represent overall trends. The cannon can only fire at one spot at the time, there are three points, plus I’ve found that if i start moving right away and use a dodge, i got out of the area most of the time. You can easily cap an uncontested point between cannon CDs even if they’re spamming it there. If they’re heavily invested in holding cannon just spread out and ninja cap them using your greater on ground numbers and move out of the cannon. But yeah it’s an advantage, so fight over it, which is the point of pvp isn’t it? I don’t see the problem.
(edited by Julius.1094)
ive bin running this map over and over and imo i just think anet tried a bit too much with this map. The combination of traps, cannon,jumping pads and overall terrain design is a bit too much and heavily favours class with higher mobility and stability.
I won a few actually because they constantly had 2-3 players guarding and firing cannon all game which made it very easy for me and the other roamer to keep control of outside nodes.
Numbers, not feelings.
Numbers from one player in regards to a “few matches” might as well be feelings given how unlikely they are to represent overall trends. The cannon can only fire at one spot at the time, and I’ve found that if i start moving right away and use a dodge, i got out of the area most of the time. If they’re heavily invested in holding cannon just spread out and ninja cap them using your greater on ground numbers and move out of the cannon. But yeah it’s a big advantage, so if the other team has it fight over it? I don’t see the problem.
The problem, for those too slow to pick it up last time I mentioned it, is that ‘stack stability and hug that kittening door harder’ is not tactical genius.
As far as numbers from one player, they’re better than numbers from none. I’ve seen the team who dominated at cannon lose once so far. I can’t imagine why that would be, the cannon is pretty bad right? 6s recharge on an unblockable undodgable 2s knockdown that does 10k damage and has a radius twice the size of a control point.
(edited by Mammoth.1975)
All talent is not measured in 1v1 prowess.
It’s the only measure of talent. In all other fights you’re hiding behind your teammates who make up for your weaknesses and you for theirs. In a very real way, nothing matters other than 1v1s.
I won a few actually because they constantly had 2-3 players guarding and firing cannon all game which made it very easy for me and the other roamer to keep control of outside nodes.
Numbers, not feelings.
Numbers from one player in regards to a “few matches” might as well be feelings given how unlikely they are to represent overall trends. The cannon can only fire at one spot at the time, and I’ve found that if i start moving right away and use a dodge, i got out of the area most of the time. If they’re heavily invested in holding cannon just spread out and ninja cap them using your greater on ground numbers and move out of the cannon. But yeah it’s a big advantage, so if the other team has it fight over it? I don’t see the problem.
The problem, for those too slow to pick it up last time I mentioned it, is that ‘stack stability and hug that kittening door harder’ is not tactical genius.
As far as numbers from one player, they’re better than numbers from none. I’ve seen the team who dominated at cannon lose once so far. I can’t imagine why that would be, the cannon is pretty bad right? 6s recharge on an unblockable undodgable 2s knockdown that does 10k damage and has a radius twice the size of a control point.
That’s cute how you only quoted half my post and left out the half where I said the claim counter knockbacks is just “hug that kittening door harder” is a very silly oversimplification of what is skillful positioning. I’m sorry someone outplayed you and knocked you out of the map a few times and hurt your feelings.
On and the cannon can’t be dodged because there is a ground animation for where it will hit and you can run out of it, if you can see that animation AND can dodge it on the spot good players will almost never get hit by it. I know I wouldn’t. Then why bother having it? It won’t be used.
(edited by Julius.1094)
I won a few actually because they constantly had 2-3 players guarding and firing cannon all game which made it very easy for me and the other roamer to keep control of outside nodes.
Numbers, not feelings.
Numbers from one player in regards to a “few matches” might as well be feelings given how unlikely they are to represent overall trends. The cannon can only fire at one spot at the time, and I’ve found that if i start moving right away and use a dodge, i got out of the area most of the time. If they’re heavily invested in holding cannon just spread out and ninja cap them using your greater on ground numbers and move out of the cannon. But yeah it’s a big advantage, so if the other team has it fight over it? I don’t see the problem.
The problem, for those too slow to pick it up last time I mentioned it, is that ‘stack stability and hug that kittening door harder’ is not tactical genius.
As far as numbers from one player, they’re better than numbers from none. I’ve seen the team who dominated at cannon lose once so far. I can’t imagine why that would be, the cannon is pretty bad right? 6s recharge on an unblockable undodgable 2s knockdown that does 10k damage and has a radius twice the size of a control point.
That’s cute how you only quoted half my post and left out the half where I said the claim counter knockbacks is just “hug that kittening door harder” is a very silly oversimplification of what is skillful positioning. I’m sorry someone outplayed you and knocked you out of the map a few times and hurt your feelings.
On and the cannon can’t be dodged because there is a ground animation for where it will hit and you can run out of it, if you can see that animation AND can dodge it on the spot good players will almost never get hit by it. I know I wouldn’t. Then why bother having it? It won’t be used.
Pulls would be the counter to that door-hugging. Might as well just stay above ground and let the thief cap it.
As for numbers i played 6 matches and won 4. 3 of those matches were without cannon control. the other win admittedly we had total cannon control.
It’s the only measure of talent. In all other fights you’re hiding behind your teammates who make up for your weaknesses and you for theirs. In a very real way, nothing matters other than 1v1s.
Actually, reducing talent to 1v1 skill is reductive.
Talent is a mixture between good build, good team coordination and, of course 1v1 skills, which consists in good timing and class knowledge.
A skilled 1v1 player is nothing with an horrible build or a completely uncoordinated team.
As for numbers i played 6 matches and won 4. 3 of those matches were without cannon control. the other win admittedly we had total cannon control.
Guess they didn’t have a bunker and/or you guys did a good job keeping the guy at canon person busy.
I won a few actually because they constantly had 2-3 players guarding and firing cannon all game which made it very easy for me and the other roamer to keep control of outside nodes.
Numbers, not feelings.
Numbers from one player in regards to a “few matches” might as well be feelings given how unlikely they are to represent overall trends. The cannon can only fire at one spot at the time, and I’ve found that if i start moving right away and use a dodge, i got out of the area most of the time. If they’re heavily invested in holding cannon just spread out and ninja cap them using your greater on ground numbers and move out of the cannon. But yeah it’s a big advantage, so if the other team has it fight over it? I don’t see the problem.
The problem, for those too slow to pick it up last time I mentioned it, is that ‘stack stability and hug that kittening door harder’ is not tactical genius.
As far as numbers from one player, they’re better than numbers from none. I’ve seen the team who dominated at cannon lose once so far. I can’t imagine why that would be, the cannon is pretty bad right? 6s recharge on an unblockable undodgable 2s knockdown that does 10k damage and has a radius twice the size of a control point.
That’s cute how you only quoted half my post and left out the half where I said the claim counter knockbacks is just “hug that kittening door harder” is a very silly oversimplification of what is skillful positioning. I’m sorry someone outplayed you and knocked you out of the map a few times and hurt your feelings.
On and the cannon can’t be dodged because there is a ground animation for where it will hit and you can run out of it, if you can see that animation AND can dodge it on the spot good players will almost never get hit by it. I know I wouldn’t. Then why bother having it? It won’t be used.
I suggested for the reason that dodging it will cost you precious endurance. dodging in a timely manner on this map especially can mean the difference between life and death. Dodging it will give you the choice to waste endurance on the cannon and possibly making you vulnerable by a swift guardian hammer to the face shortly after.
As for numbers i played 6 matches and won 4. 3 of those matches were without cannon control. the other win admittedly we had total cannon control.
Guess they didn’t have a bunker and/or you guys did a good job keeping the guy at canon person busy.
we actually ran 2 bunkers, and had 1 constantly harassing cannon keeping them locked there for the majority of the match duration while the other bunker and our necro fought on point B. meanwhile me and the ele held our outside nodes. it worked out well overall
As for numbers i played 6 matches and won 4. 3 of those matches were without cannon control. the other win admittedly we had total cannon control.
Guess they didn’t have a bunker and/or you guys did a good job keeping the guy at canon person busy.
we actually ran 2 bunkers, and had 1 constantly harassing cannon keeping them locked there for the majority of the match duration while the other bunker and our necro fought on point B. meanwhile me and the ele held our outside nodes. it worked out well overall
2 bunkers is all you need if you can keep the canon busy. Bunkers can kill people better than burst-dps players on this map—which is quite strange and very restricting.
@ OP: because it’s filled with cheese. The cannon is OP, and with a partly intelligent cheese build you can lock it down easily. The points are VERY easy for specific cheese builds to hold…solo. On top of that, you’ve got all the cheese blue glass spots that just further increase the cheese. Oh and the cannon AOE radius is HUGE…plus the time between shots is WAY WAY WAY too short.
tl;dr: Chuck E Cheese
@ OP: because it’s filled with cheese. The cannon is OP, and with a partly intelligent cheese build you can lock it down easily. The points are VERY easy for specific cheese builds to hold…solo. On top of that, you’ve got all the cheese blue glass spots that just further increase the cheese. Oh and the cannon AOE radius is HUGE…plus the time between shots is WAY WAY WAY too short.
tl;dr: Chuck E Cheese
Is there anything about spvp that isn’t cheese to you? lolz
This is Player versus Player not Player versus Environment.
This is like having exploding 1 hit kill barrels everywhere in a shooting game.
@OP: because it is stupid that the most effective way to KILL someone is to CC them instead of, you know, actually dealing DAMAGE.
Oh, and 10k undodgeable Ion Cannon™ hits.
Because something must have happened:
Since the update, when I kill people in 1v1 as a hammer warrior they call me noob.
Not when they kill me. Only when they are killed.
Something must have gone wrong with the causal fabric of space and time.
However, that’s cool: someone said “We can avoid AoE, let’s just not cramp all on the point”
They release a mep where either you are out of sight or on the point, from what I saw. Or on a ledge. I think they hate melees.XD
I won a few actually because they constantly had 2-3 players guarding and firing cannon all game which made it very easy for me and the other roamer to keep control of outside nodes.
Numbers, not feelings.
Numbers from one player in regards to a “few matches” might as well be feelings given how unlikely they are to represent overall trends. The cannon can only fire at one spot at the time, and I’ve found that if i start moving right away and use a dodge, i got out of the area most of the time. If they’re heavily invested in holding cannon just spread out and ninja cap them using your greater on ground numbers and move out of the cannon. But yeah it’s a big advantage, so if the other team has it fight over it? I don’t see the problem.
The problem, for those too slow to pick it up last time I mentioned it, is that ‘stack stability and hug that kittening door harder’ is not tactical genius.
As far as numbers from one player, they’re better than numbers from none. I’ve seen the team who dominated at cannon lose once so far. I can’t imagine why that would be, the cannon is pretty bad right? 6s recharge on an unblockable undodgable 2s knockdown that does 10k damage and has a radius twice the size of a control point.
That’s cute how you only quoted half my post and left out the half where I said the claim counter knockbacks is just “hug that kittening door harder” is a very silly oversimplification of what is skillful positioning. I’m sorry someone outplayed you and knocked you out of the map a few times and hurt your feelings.
On and the cannon can’t be dodged because there is a ground animation for where it will hit and you can run out of it, if you can see that animation AND can dodge it on the spot good players will almost never get hit by it. I know I wouldn’t. Then why bother having it? It won’t be used.
Ugh, you haven’t read anything. You leave the door, you will die. Once again, for the very, very slow.
Start casting knock. Change direction for half a second. GG. You can’t dodge them all.
I just run trollspec on there with reaper’s protection and 100% fear duration. There is nowhere in the room that you can knock me from without being feared off the edge or through the floor unless you’re jammed up against that door. Stunbreak, man cannon. Zero button multikills take skill.
Positioning is super important guys, it’s all about positioning!
(edited by Mammoth.1975)
I won a few actually because they constantly had 2-3 players guarding and firing cannon all game which made it very easy for me and the other roamer to keep control of outside nodes.
Numbers, not feelings.
Numbers from one player in regards to a “few matches” might as well be feelings given how unlikely they are to represent overall trends. The cannon can only fire at one spot at the time, and I’ve found that if i start moving right away and use a dodge, i got out of the area most of the time. If they’re heavily invested in holding cannon just spread out and ninja cap them using your greater on ground numbers and move out of the cannon. But yeah it’s a big advantage, so if the other team has it fight over it? I don’t see the problem.
The problem, for those too slow to pick it up last time I mentioned it, is that ‘stack stability and hug that kittening door harder’ is not tactical genius.
As far as numbers from one player, they’re better than numbers from none. I’ve seen the team who dominated at cannon lose once so far. I can’t imagine why that would be, the cannon is pretty bad right? 6s recharge on an unblockable undodgable 2s knockdown that does 10k damage and has a radius twice the size of a control point.
That’s cute how you only quoted half my post and left out the half where I said the claim counter knockbacks is just “hug that kittening door harder” is a very silly oversimplification of what is skillful positioning. I’m sorry someone outplayed you and knocked you out of the map a few times and hurt your feelings.
On and the cannon can’t be dodged because there is a ground animation for where it will hit and you can run out of it, if you can see that animation AND can dodge it on the spot good players will almost never get hit by it. I know I wouldn’t. Then why bother having it? It won’t be used.
Ugh, you haven’t read anything. You leave the door, you will die. Once again, for the very, very slow.
Start casting knock. Change direction for half a second. GG. You can’t dodge them all.
I just run trollspec on there with reaper’s protection and 100% fear duration. There is nowhere in the room that you can knock me from without being feared off the edge or through the floor unless you’re jammed up against that door. Stunbreak, man cannon. GG pro skillz map.
Positioning is super important guys, it’s all about positioning!
You don’t have to rely on cannon to win. honestly. it can only focus 1 point and 75% of the time it is focusing B.
Give me an example of any class (Besides mace/shield warrior) that has reliable “spammable” CC rotations please. Most are knockdowns or stuns which will never throw you off an edge. Access to actual launches and RELIABLE fears is pretty limited and on long CD.
To elaborate: If you cannot watch for the super telegraphed animations of launches, you deserve to go over the ledge. Banish is easily avoidable, Necro marks can be evaded, and their wall is kindergarten levels of easy to avoid. Plus the one magic boon called stability that denies it all even if you were clumsy enough to get caught in it.
Class with spammable knockback, accelerant packed turret thumper, bomb kit, mine, and rifle engi. Your welcome
You don’t have to rely on cannon to win. honestly. it can only focus 1 point and 75% of the time it is focusing B.
I like your thinking.
‘Just let them have mid guys, take far. Rambostyle!’
Oh, except that 75% of the time it is focusing where you’re pressuring if you’re not vsing semiconscious droolers, and it takes 22 seconds to run to far from your spawn with swiftness, and 6 from theirs. I guess cannon is pretty bad if you’re a semiconscious drooler though.
‘Wait, it turns?!?’
(edited by Mammoth.1975)
The reason is frankly simple – the map gives a huge advantage for those with good CCs, especially fear, making necromancers even more OP in there (they can also take stability away, so…)
And the funny part? when I managed to kill one of them, the person called me a noob for things such as using a warrior (yeah, he used the “your classis unranked” excuse… name of the necromancer toon is Yumii Nidaime in case you want to know, he even didn’t admit I defeated him XD)
You are insane for liking this map.
Warriors love it
People that thought they were hot stuff are getting stomped left and right on the new Skyhammer map. They’re just poor losers that would rather blame the map for their losses instead of correcting their own deficiencies.
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