
1. It's a PvE map where teams avoid each otherSince there is no single contention point, what usually happens is that teams just split the map, getting their half of seeds and camps.The fix: instead of 2, have only 1 big seed camp, creating a single neutral point of interest to fight over. The missing camp would be replaced by small one, so you would have 3 small camps on one side, 2 small + 1 big on the other. First big camp spawn would be at random side and subsequent ones could be either random or rotational.2. Too many stalemates and map often lasts too longBecause the map tends to get split evenly, usually what happens (in even matches) is that during the first night neither team gets a terror (not fun) while during subsequent ones both teams get one (stalemate). This is also why it's often difficult to end games on Garden – both teams have a terror and cannot overcome one another.The fix: the change of having only 1 big seed camp already helps but alongside it there should also be seed distribution adjustment. Currently, small camps are 15 seeds each while big ones are 50, total being 160. Make (5) small camps worth 18 (90 total), and the big one worth 70. The total remains the same – 180. The numbers are important because of the map division. The side with big camp would have 106 seeds while the other one only 56. You need 100 seeds for the terror. This means that the team that's ahead and has map control can easily get at least one per night while team that's behind would get a terror only once every night. This would increase the chances of getting a terror during first night while reducing the mirror occurrences.3. People hate chasing the terrorThe change to flower pot, taking away its damage was a step in the right direction but it's still not enough. Why Dragon Shire has no such problem? Because dragon sieges by simply auto attacking, without a need for an ability. Its attack speed is not slowed by forts nor it is as fast moving. In garden, once the flower pot is destroyed, terror tends to run away because it's inefficient to siege without it. Since the cooldown is whopping 25 seconds, players burn time by running to the other lane. It's also motivated by having Sprint.The fix: equally reduce cooldown and duration of the flower pot. Currently it lasts for the same duration as the cooldown. If the cooldown was (let's say) 8 seconds, there wouldn't be as much incentive to run to the other lane because it might actually waste time. Also, sprint should be either nerfed or removed entirely, forcing terrors to commit to a lane more.4. The night is dark as fuckWhile on higher graphical settings there are stationary lights scattered throughout, on Medium or below they're disabled and it's difficult to see anything. Spotting invisible heroes is out of the question. ToD is a night map and Mines are underground but both are lighter than Garden's night.The fix: no idea. via /r/heroesofthestorm http://ift.tt/2saHmMf
No comments:
Post a Comment