No that would make it too easy for one team to set traps and destroy the other team
Like imagine Chromie’s Slowing Sands dropped on that point
I vote for removing the Sapper Camps and just putting the usual Bruiser Knights and Siege Giants like how it originally was
The middle gate should also be completely removed just like how it was in the original
This should be left as is because it was what made the map unique
Haunted Mines honestly never had a problem with balance
It was just more objective-focused in comparison to what most players who came from League of Legends were used to(who were the main group of people who whined about it)
Here thou are right. But what if the standard entrance is replaced with a magical teleport and when players exit of it, they will appear in a random place, and not near the entrance? :))
Remove Sappers, replace them with fortification buffs (hp/armor/shield/dmg reduc on hit) which gets removed after the golem is on its way. Set a timer for the skulls to disappear. Now ignoring obj is painful, you cannot push harder than the boss will, and thus teams are encouraged to go tf in the mines.
They could make it something like ToD where you can only damage the core by doing the objectives/mercs.
Forts, keeps, core receive protected status (front walls don’t). Sappers are changed to some mini miner zombies that will deal damage to them kinda like the sappers, but they need to melee instead of running exploding. Forts, Keeps, Core will have HP like the core in ToD instead of what they normally have.
The objective could summon a Golem with a pickaxe that will deal damage to the structures, walking down the lane like it does now. Only 1 Golem is summoned and the team that gets more skulls will get it.
Maybe doesn’t spawn all skulls at once, but spawn some in random locations and it marks on the map. It could have like 5 or 7 spawn points, the team that gets 3 or 4 gets the objective.
Yeah but that’s already Towers of Doom’s gimmick and it was once Hanamura’s as well
Haunted Mines would need some variety like making the Golems actually necessary to damage all the buildings to make it more unique while also making the objective important as Karabars suggested
Hmm, maybe have small Mercenary Camps hidden within the mines that reward skulls?
That’s basically what I suggested, but I added the mercs cause I like to give more options/strategy for teams. I think that’s important, specially if you can’t win fights early game or something like that.
Could just make it so structures have high armor and when the Golem is near them, that armor gets taken away. You can still ignore objective but you won’t just go core if you do, maybe take front wall or something, but definitely not going to push everything like you can now.
Mercs could even stay the same way they are now because the armor won’t let people destroy everything easily.
If they wanted to save money and time and keep it simple, remove the sapper camp and make it so when the objective pops, all camps disappear and can’t be taken until all skulls are collected.