I genuinely hate this map. I’m not entirely sure why, but I am entirely sure that this map makes me horribly unhappy when I have to play on it. Anyone else feel this way?
I think it has something to do with the disconnected feeling from not attacking a core. Thats what this game is based on, breaking the other teams core. This map doesn’t feel at all like that. It feels like a forced easter egg hunt between rival kids gangs on halloween.
Because of exactly that , it is the most balanced map yet.
Ive seen games won by a team who had levels behind , it forces players to be mindful of when to use their ults on team fights outside of objectives.
My only problem with this map is the staggering amount of players who don’t know how the map is played. People don’t push lanes, and waste mercenaries.
I don’t know how many Altar’s I’ve stolen from enemies that were more interested by chasing kills. And many games were won due to the enemy taking the boss instead of destroying our towers. The boss on that map is very often worthless.
Disagree. Towers of Doom has one of the highest comeback potentials of all the maps. One bad teamfight can really change the game. I’ve had the most intense tug-o-wars on ToD. Especially, that last boss fight that wins the game for either side. Good Times.
If we’re talking about hated maps, I 100% nominate BHB for all the hatred.
i hate it too!
you pick a character expecting to be playing Heroes of the Storm, where you push down lanes and destroy forts (and eventually the core) and suddenly you’re thrust into something else that you didn’t queue to play.
perhaps if the shrines were a secondary mechanic, and you could attack the core like normal, but aslong as the core remains unattackable it is not the mode that we queued to play.
Towers of doom is one of my favorite maps to play actually. It wasn’t always though, Blizzard made some changes and now it’s one of, if not the most balanced map in the game.
Not being able to attack the core, while as a general rule, I don’t think that this design should be encouraged too much, it works well on this map.
It opens up a lot of different ideas for compositions and is actually what helps make this map so balanced. If there’s one map that exemplifies ‘any team can make a comeback’ - it’s Towers of Doom.
its the sort of map that awards the most kinda of strategies.
long-range can poke and stall objectives
pve heroes can take strutures and trade-up on shrine control
merc-boosting heroes can pressure lanes and damage the core
global heroes can ganj split shrine positions
boss for core damage
solo hero could hold one lane or rotate between two while a team pushes as 4, or teams could wait between lanes and set ambushes — the focus on the core isnt as direct, but the means to control the map are arguably the most varied
The only reason I hate this map is because I usually get paired with people that don’t understand that if you never come to the objective, you cannot win the game on this map. Also for some reason people don’t understand that capturing and holding bot lane can cause enough pressure to snowball a win all on its own. Repeatedly capping the mercs and having 6 shots threatening the core during objectives means that the enemy team has to clear the mercs before coming to the objective, meaning you can wipe the others in a 4v5 at the actual objective and get those shots instead.
Either way you get shots on their core and get closer to winning the game. Its simple strategy yet you’d think its grandmaster exclusive with how many people will capture the bottom side fort, and then immediately abandon it so the enemy team can retake it.