The Desert borderlands map layout has been updated with a large number of adjustments to improve navigation and create better spaces for fighting, especially around the three keeps.
GeneralBarricades have been removed entirely.
Added hay bales in some locations to negate falling damage when players land on them.
With the removal of barricades, towers are sorely lacking in immediate strategic advantage. The upgrades that can be put on them are still nice but what is the point of taking them now? The scout tower upgrade would be nice if it were automatic.
I haven’t seen any hay bales anywhere, yet. Perhaps they’re not on my usual paths?
Fire Keep
Reduced the number of fireball turrets in and around the keep.
The lord room now has more of the lava covered and additional bridges leading into it.
Widened many of the pathways outside the keep, leaving less lava exposed.
Opened new routes leading to the keep.
It is now easier to navigate around the outside of the keep due to the removal of some barriers.
Half of the sand dunes above the keep have been removed.
Moved some creatures, like the Veteran Sand Wurm, to compensate for this change.
These changes seem mostly good, though I’m worried about the significant elevation disadvantage the keep has now. Due to the elevated assault positions and low ceiling over the keep proper, it seems largely impossible to counter enemy siege. A ballista will be out of range. A treb/cata will hit the ceiling or some overhang while an enemy projectile will slide under it.
I haven’t seen the inner keep yet because I can’t stay connected long enough to retake it, but I’ll edit once that happens.
Air Keep
Reduced the number of wind turrets in and around the keep.
Changed many locations that were accessed via jump pads to be sloped terrain or staircases instead.
Added additional staircases leading up to the lord room.
Improved the layout of certain walls that were difficult to defend.
Widened many of the bridges outside the keep.
Opened new routes leading to the keep.
It is now easier to navigate around the outside of the keep due to the removal of some barriers.
The bamboo bridge area south of the keep has been simplified, and the terrain has been raised.
On the north side of the keep, the top jump pad no longer pushes a player high enough to get onto the bridge. It doesn’t serve any function, actually, so I assume it wasn’t intended.
Also on the north side of the keep, the western rock outcropping was scaled back to allow more access to the keep…but the mortar wasn’t moved. The mortar now floats in mid-air, totally useless.
On the northern outer wall, there’s a staircase that now allows players to get up onto the wall…and that’s supposed to make it easier to defend? There’s no room to place any defensive siege that can cover the area without being instantly killed. It’s now slightly easier to get a disable off, maybe, but being pulled is certain death. Unless there were more changes in the pipeline, the stairs did not come close to accomplishing their stated goal.
South inner is no better. It’s still a pain since targeting something placed in the corner of the wall/rock is super difficult, but it’s at least possible, now. Unfortunately, there’s no place to build siege that isn’t in elementalist/ranger range. It’s also easier to use an outside AC to clear inside siege than it is to use inside siege to clear an outside AC. Again, the changes did little towards accomplishing their stated goal.
That said, thanks for trying. I’d rather you acknowledge and attempt to solve the problems than do nothing. Unfortunately, your efforts didn’t pan out this time…I hope there’s a repass before the next quarterly update.
Doing something about proxy catas would be a more judicious use of time than reworking individual walls so that they have a chance of repelling groups that don’t contain a single ranger or elementalist.
The layout changes outside of the keep seem ok. That’s something I’ll have to play around with more
Earth Keep
Added additional staircases leading up to the lord room.
Widened the canyons outside the keep.
Removed many of the teleporters that were in the canyons.
The layout changes seem great so far. Not sure what the note about teleporters is for, though. Some were removed since the area was flattened, but that only seems natural. None of the others seem to have disappeared.
Of note, the Northeast wall on Rampart is even harder to defend than the walls on Airkeep that you changed. Also, due to the diagonal hitbox bug, the catas there can take down both inner and outer. Are there plans to do anything about that?
WvW Skill Changes
Most of these are just adding caps onto walls and what not. It’s nice, but only affects groups larger than 10 and only in fights. If the wall effects are lumped together, there were only 5 skill changes. 2 for guardian, 2 for warrior and then walls. Only the wall change really seemed WvW specific and, to my knowledge, none of the skills were split from their PvP/PvE counterparts. I know this isn’t everything, but can we have an idea of what else is coming? And how soon?
On a related note, are there any ideas about changing how AoE maps onto walls?
Other Changes
The UI stuff is nice, though it still doesn’t communicate how scoring happens very well. As in, at all. Being able to see how long objectives have been held and what their upgrade status is at a glance is nice. Reducing the maximum health scaling is ok, though it seems like a zerg-oriented change. It depends on the cut-off for maximum scaling, I guess.
The new merchants and WvW spec are all good too. Fluff like that is totally appreciated—and necessary for quality of life.
Absentees
-The only siege update was a nerf to Shield Generators, which was warranted. There was no change to, perhaps, make siege a meaningful part of gameplay rather than a tedious formality. Most siege placements are still to minimize the amount of interaction your opponent can have with it (very successfully, I might add) while also maximizing damage output. As long as those two goals can be achieved concurrently, there’s no point in doing anything interesting with siege.
-Server rewards weren’t addressed either. Personal reward is necessary and a great addition, but without a reason for servers to want to win matches, we’re still sort of dead in the water.
-Killing enemy siege still doesn’t give credit for a defense event.
-The guards in Southeast Camp still do not aggro when the supervisor is approached from certain angles. They are still not in the ring, either. I imagine the other camps where this was the case are the same.
(edited by Sviel.7493)