Its inarguable to say that Blackheart’s Bay is a divisive map. It’s either one of your favourites, or you absolutely despise it, with very few people in the middle. This sort of vitriol produces endless “emagerd remoev dis map” thread spam, and equally reductive “lol its the best map” retorts.
I will freely admit that I am in the hate camp. I cannot stand playing on BHB. However, I also recognize that many people do genuinely enjoy it. So, I want to propose a rework that targets the things I dislike about the map while (hopefully) maintaining the things that people still like. Without further ado, lets begin:
- The top lane is removed, as well as the Grave Golem camp. The watch tower and skeleton camps are unchanged. Bruisers now travel to the middle (now top) lane.
One of the major issues with Blackheart’s Bay is that its needlessly huge. There is very little incentive to hanging out in the top lane, since the objective doesn’t spawn there and it’s too far from the turn-in point. The Grave Golem is one of the most rarely captured bosses in the game, since you have to go way out of position to take it and it pushes the least valuable lane. The purpose of this change is to streamline the map.
- Objective damage is significantly lowered, to about the value of Hanamura’s cannon barrage.
The objective’s damage is bloated, plain and simple. Knocking out an entire fort early in the game, especially the one adjacent to the chest spawn, creates snowbally gameplay. Late game, it feels unfun when the opponent can destroy your core with a single turn-in, making comebacks very hard to mount from that position. Turning in the objective will no longer heavily push the game in your favour. This will also compensate for the removal of top lane, as there are now 33% less defenses to soak cannon balls.
- Mercenaries no longer drop coins, with the exception of skeletons.
This is a big one. Mercs dropping coins bends the equilibrium that mercenary camps usually have. Normally, taking a merc camp is as difficult as it is to clear. On BHB, you are rewarded for farming mercs on spawn without any need to time. A team that’s behind is forced to clear enemy mercs and cannot easily gather coins for the objective. There is no reason for a team that’s ahead to even look at the team that’s behind. Some of the merc farming remains intact however, as you can still get them from skeletons. So, with that source of coins gone, where do you get them from now?
- Heroes drop 1 coin on death. This coin can only be picked up by the enemy team and despawns after 10 seconds. The Lost Vikings, Murky, and Misha will only drop a coin once every 4 deaths, and D.Va will only drop a coin when killed in Pilot Mode.
The new primary source of coins outside of objective spawns is player kills. Now, the team that’s ahead will have to directly engage the enemy to get the majority of coins. They can still snowball, but it now requires taking risks. This also gives the other team more room to catch up. Even if they can’t kill the Diablo hoarding 35 coins, they can still farm his teammates for a few extra ones.
- That weird maze of boxes beneath Blackheart is removed and replaced with a watch tower.
Just a minor one to end things off. That little tunnel network was just annoying to navigate and usually avoided. It now serves a purpose in providing a forward scout so you don’t have to dedicate as much manpower to guarding the turn-in.
Any feedback is appreciated. Try to keep it constructive while you tell me why I’m the Adolf [Censored apparently] of theory crafting.