Jaina Patch Analysis, Featuring Oxygen (Part 1) - Page 2
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deth2munkies
United States4051 Posts
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MagnuMizer
Denmark384 Posts
On December 15 2014 10:51 Brian333 wrote: Haunted Mines needs either a rework before beta or to just get removed completely. I think it has really a handful of really big issues. The first is the lack of decision making. When mines open everyone goes in. You time camps to help defend against the Grave Golem. Then it goes back to a normal game of roaming and laning until next mines. I actually liked it better before when you could just sweep up all the camps instead of mines. It wasn't balanced either but at least it led to more decisions. The second is how swingy it is. If you lose a person before mines, you are pretty screwed. It's too all or nothing. You could be in a similar position before a tribute spawn and just lightly contest the tribute or just completely concede and still be fine. The third is how bad it is for solo-queue / partial team queue. If you are playing a comp that is weak in the early game or just isn't a 5v5 comp, you are fighting from a huge disadvantage. Dragon Shire by comparison seems like a much better "small" map set-up. I agree with everything you have said in this post... | ||
Sponkz
Denmark4564 Posts
On December 15 2014 10:51 Brian333 wrote: Haunted Mines needs either a rework before beta or to just get removed completely. I think it has really a handful of really big issues. The first is the lack of decision making. When mines open everyone goes in. You time camps to help defend against the Grave Golem. Then it goes back to a normal game of roaming and laning until next mines. I actually liked it better before when you could just sweep up all the camps instead of mines. It wasn't balanced either but at least it led to more decisions. The second is how swingy it is. If you lose a person before mines, you are pretty screwed. It's too all or nothing. You could be in a similar position before a tribute spawn and just lightly contest the tribute or just completely concede and still be fine. The third is how bad it is for solo-queue / partial team queue. If you are playing a comp that is weak in the early game or just isn't a 5v5 comp, you are fighting from a huge disadvantage. Dragon Shire by comparison seems like a much better "small" map set-up. Dragon Shire also has 5 merc camps and 3 lanes compared to Haunted Mine's 3 merc camps and 2 lanes.... | ||
Hider
Denmark9237 Posts
On December 15 2014 18:18 Sponkz wrote: Dragon Shire also has 5 merc camps and 3 lanes compared to Haunted Mine's 3 merc camps and 2 lanes.... Biggest difference between those two maps is that if you lose one guy at the wrong time in Haunted Mines, you basically lose the objective. On Dragon Shrie, the enemy needs to "win" 3 positions at once to get the Dragon, which means that one guy can make a mistake at one point in time without it costing the game. Moreover, there is no point in time in Dragon Shrie where you spent all the time killing an AI-controlled monster. Defending and killing the Golem is so incredibly boring and it's what the objective is focussed about. In my opinion, this map is bad in every single way, and should just be removed ASAP. | ||
RouaF
France4120 Posts
As for mines I don't know, I think having one small map in the map pool is needed, I'm more concerned about the necessity of having mule on this map but that's maybe more of a general mule problem than the map itself. | ||
Brian333
657 Posts
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MarlieChurphy
United States2063 Posts
Imho, the map needs to be longer and the jungle needs to be narrower and have a couple more merc camps. Also, the actual mines lower level needs to be reworked. Possibly a new design concept for collecting skulls. Maybe to balance the lack of team synergy or lack of a player or two, there should be defensive base options where you can do some time wasting task that builds armor or slows their golem. | ||
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