Why don’t we give all the maps their time in and time out?
ToD is the only map I don’t like (I even like every older map that doesn’t get a chance anymore)… Why can’t this map be cycled out for once?
Why don’t we give all the maps their time in and time out?
ToD is the only map I don’t like (I even like every older map that doesn’t get a chance anymore)… Why can’t this map be cycled out for once?
I’d like to see Battlefield of Eternity gone, I’m sick of it.
I don’t know why people hate it, I always have incredible back and forth comebacks on that map, like 2 core health vs 36 and the 36 still loses somehow.
It also has unique strategic elements like controlling 6 core shots with sappers by taking down the entire bottom lane, or doing core damage by holding all towers.
Maybe it is too complex for casual players. But I love that map. It also teaches you to pay attention to objective timers, on this map you can’t just ignore the objective or your core gets chunked down a good 10% or more.
It’s a brawl-type map.
The core should always be subject to direct assault.
It is the best map, it keeps mostly the original game mechanics (no BS XP tickles and stuff), has most chances of come backs, actually involves strategy, and the objective is quite intriguing. It doesn;t overly favor specific heroes, every hero and comp gets a chance to shine on it.
Because it’s the most balanced map in the game.
Why?
He want to push lane 24/7 until reaching core. But he can’t do it, because it can be dmged only by altars, lol.
Less that and more I want to be able to assault the core as a clutch attempt to win a losing game.
Funny part of ToD now is that if you park the dragon mid lane, he can almost control the whole lane from gate to gate.
Because it’s one of the best maps.
It is only frustrating when playing with people who don’t understand how the map works.
ToD might be the “best balanced map” but it is IMO also the most boring map to play.
ToD is one of the maps I don’t want to be removed from ranked.
Abathur can unleash its trait, repair towers with zergMULE and capture towers with its Z. Why shouldn’t it be in EVERY season!?
Or TLV, what can capture 3 objects in same time.
Because it’s a fantastic map
unlucky cuz it’s THE BEST MAP BAYBEEEEEEEEEe not really but it’s a really good one that I’m glad is always around. GoT can pretty much get deleted imo
A true and valid point. Luckily you can do a lot to swing a huge advantage off of winning a teamfight, as long as your team knows what to get started on immediately following the dings. Between the double camps on bot, the triple-cap tower mechanic + the towers’ interaction with the objective, as well as the boss, you can both castrate your enemies and ram 20+ shots down their throats at one time.
As far as the cheeky samuro backdoors and stuff, you pretty much have to cap a tower and sneak mercs in, or just play the map really well. All Falstad does when he flies at the core is get bounced and shot to death, so it’s a non-option.
I like it unless I get it too often. Its a good map that makes some rarely picked heroes viable. Due to its strange mechanics its quite unique.
Due to that its a nice match for ranked.Forces you to adapt.
ToD is probably the most balanced map out there with great possibilities for comeback until the very end.
Only map I don’t like is Hanamura Temple.
When 10-30 behind its one of the most difficult maps to get a comeback. Especialy when the enemy constantly has 3 or 4 forts in control.
In most maps, wiping the enemy team in the late game allows a core rush to finish the game. In ToD, you at best can do the following: get 2 forts to get to a 4 forts state, take all 3 shrines and the boss, and carry all 3 mercs to the end. Something practicaly unachievable. Yet what do you cause: 3x4 + 3x3 + 4 damage: 25 damage.
This is what makes it one of the hardest map for a comeback, and is a reason why for the losing team it generaly feels horrible.
At the same time, its also a map that is interresting for the same reason, you can draft for a more late game oriented team, and for that you just have to stall the game as long as possible. Something that can be quite decently done on this map.
Sadly, this is only the case for higher skilled teams, at low levels this doesnt have any effect and makes the randomness of a draft even more extreme as it can suddenly just flip around and stay that way to the end.
At least with a core rush, you get the direct result of your mistake rather than having the mistake done 5 minutes earlier and have no idea why your team suddenly became worse.
I can understand why people do not like the map. And even on higher skill levels i can understand it, after all not all players want the draft to become this important. They just want to play for fun and have most comps work. And a quick core rush is generaly the part that allows this to happen since all you need is 1 wipe. Something that is very often doable using nearly every comp.