We miss haunted mines! :(

I have so many good memories of this map! It makes me really sad it’s not around anymore. I don’t see why it was removed. Maybe it needed some tweaking, but it wasn’t in such a bad state that it needed to be removed and reworked :confused:. I just pray this one doesn’t get turned into another alterac clone, please keep the same theme of going into the mines, getting the skulls, and fighting the big golem boss for most of the skulls.

The biggest thing I’d like to see honestly is just a little more obstacles and cover in the jungle, as I felt it was just a little too wide open

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time for another rework

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I also really like Haunted Mines. The map would probably be fine if they just halved the number of mercs, or something. Cut the Siege Camps and leave the Sappers. It was pretty dumb that the mercenaries were almost always stronger than the actual objective. I mean, the best games were the ones where both teams played it wrong.

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i remember quite a few games where the objective got completely ignored for the entire game… Quite funny in itself.

And having a Mercenary buffer hero on that map was crazy, especially if the enemy team wasn’t good at iintercepting the sappers.

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It’s being reworked, it’ll be back.

Honestly, I have mixed feelings about a rework for this map. On one hand, I’m hopeful, but on the other, there’s new GoT. Sooo…

Of the 3 other map reworks they’ve done, one was great (Hanamura), one was beyond abysmal (GoT), and the last is currently being reworked again (Haunted Mines).

So 1 success and 2 failures. Those aren’t exactly favorable odds, though they aren’t particularly terrible.

It’s not like they could make the objective all that much more pointless, so at least there is that, but I’m afraid it will get the GoT treatment and be made into another awful “teamfight constantly, always!” map. You never get any breathing room and once one teams starts winning they’d practically have to try to lose for the other team to win.

Anyway, here’s to hoping they turn that 33% success rate into a 50% success rate with this rework.

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You forgot the mini rework of Braxis, which ruined the map :frowning:

Haunted Mines was also already reworked and obviously wasn’t a success so the odds are even worse.

The one where they changed the way the capture points work? I thought that was a good change, and I don’t really consider that a rework.

Hopefully they learned from their mistakes and took steps to fix/avoid them.

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mines rework is kinda 50/50 imo; it didn’t really change the inherent issue with the objective, but it addition of the sapper was an interesting choice.

If anything is going to be done for mines, then I think it might need a cue from the brawls and maybe include takedowns as part of the counter. Or shift how the skulls are gathered in the mine itself and turn it into more minion/merc type spots so the concern of xp and lane control loss isn’t completely offset by having people removed from the lanes for so long.

I dont
(20awesome characterS)

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Maybe it is one of the 2 promised reworks for February!
But yes, I would like to see it back and NOT as an alterac pass map (still hate AP).

I DO NOT!

The lack of bushes and the constant camp spam was just annoying tbh. It’s like more often than naught it was the mercs did more than the objective and all of your heroes needed to be able to deal with all the mercs they throw. Arguably more PVE oriented than blackhearts.

It is no wonder gravekeeper doesn’t want to go back to those wretched mines.

Honestly I don’t think the idea of Haunted Mines will ever work. Splitting the map into two sections is just too difficult to balance around. Speaking of reworks, I think BHB should be removed from the playlist until it’s reworked, as in this gamemode, if you lack campclear, you’re absolutely !@#$ed. This isn’t much of a problem in unranked and ranked, but in QM, it’s just so disheartening to have a bunch of Tracers and Li Mings vs Malthaels and Nazeebos.

It was snowbally and people could play the map without doing objectives.

I hope so. We haven’t heard any news or leaks about HM for a while.

Agree. I’d like more Bushes please.

Not entirely, the problem is that the ideal location should change. Sometimes that means the upper level, sometimes the lower level.
And thats exactly the problem. The lower level was rarely more useful than the top one.
The top one had mercs that were much stronger than the boss, while the boss also takes 5x longer to collect than a regular boss would anyway. While at the same time still giving the enemy a boss when you succeeded (although a weaker one).
You win the objective, and as reward a player still has to defend. That simply not logical, unless you have a strong hero against the boss allowing your 4 other teammates to push with the strong one.

If the objective would actualy be stronger than the mercs, then it would make sense to go to the bottom as then you realy fight over something important. But that means the mercs above should be significantly weaker than they are now (or you get a massive snowball situation).

i really liked it, but then again i’m just a filhty QM casual, so my opinion does not matter :sob:

WHAT! How many times will they change this map?
Although i have to admit the first version had pretty bad mechanics.

Haunted Mines is probably the only map I dislike.

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Now it takes way too long to capture the bacon, and the obj is too weak. It’s like Dragon Shire 2 years ago, where the 1-st objective could be captured on 14-th min, and then die before getting down a single fort.
They should buff the zerg a bit, and make capturing stop only when the bacon’s status bar reaches the middle xP

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The introduction of the fast-respawning Mercs has put the objective as secondary on the proprity list. And that is a pretty bad design choice, imho, since on a map the objective should almost always be what each team want to claim to get an advantage.

They should retain the 2 Siege Giants camps and put only 1 camp of Sapper (with maybe 5 of them instead of 3) in the middle, with a very long respawn - like they were a sort of boss.
All of this while leaving the same mechanic about skulls and golems (that are pretty OK after the last rework).