You and I both know it, we want it, Haunted Mines in QM

and so is ranked, boosted wintraders, noone cares. just add the map to ai rotation.

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Haunted Mines—with bugs and all—in QM as a late anniversary gift. I can dream.
I’ve never encountered a bug playing Haunted Mines, but I also did not play all the new heroes as they came out.

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A big plus one to this!

Please bring back Haunted Mines, even if only for QM. Perhaps they could simply insert some code into the MM, that prevents bugged heroes, like Deathwing, being added to the queue for the map.

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I would like to see it back in QM rotation.

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Yes please

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No thank you : )

I’m good

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if by my words or presence i can help this, i will. you have my vote :handshake:

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Hay, how are we going to skew the vote with you disagreeing? Come on. Give in to peer pressure. Do it and you’re cool! Do it and you’re cool!

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People keeping bringing up Deathwing bugs on Haunted Mines, they fixed Deathwings bugs on this map like 4 years ago, he no longer gets stuck in the mines etc!

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When did they announce that?

2020-04-14 Patch Notes v 2.50.0

Bug Fixes

  • Deathwing now ignores the global limitations on Haunted Mines Undocumented
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Thank you :slight_smile:

Unrelated and sort of a “trust me bro”, I vividly remember in the last 12 months (probably this year, but not sure), I’ve seen deathwing fly and get stuck in the water in a certain part of BHB. Any move order would debug him back into playable terrain, and I don’t think I’ve seen it happen more than once…

My point being, crazy they fixed him on Mines so early.

Deathwing was able to get out of bounds on every map until recently, I have a whole playlist: https://www.youtube.com/watch?v=beDsxcU-4Uo&list=PLocMYS1f974alDg0XwC8CXLMEP08GLOy6&ab_channel=ChrisHarvey

This was fixed a few days ago and is no longer possible. As far as I know, he is never “stuck”, he could always walk back onto the map.

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This is good news indeed. Sounds like the heavy lifting has been done. Now we just need a little action to make our dreams come true.

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Oh hi Chris, 1st time i see you there o/

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Careful what you wish for, I know damn well this will end up as Hanamura Temple’s strategy.

Enemy goes for objective → get all camps and push free.

This map is poorly designed, nostalgia will not save its flaws.

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Is it just me, or hanamura’s objective is just…weak? Why doesn’t it even take a tower down, like BHB and sky temple?
I don’t recall playing Haunted Mines, but I checked some videos. It has an infernal shrine mechanic on a different plane from rest of map, with sappers on the other plane (the one with the nexus). Couldn’t they just buff the objective to make it relevant?

those are three-lane maps, so there’s more structures that have to be destroyed before the objective hits the core.

It’d probably be “better” if Hanamura was remade into a two-lane version of ToD where the objective outright deals damage to the core and other structures control how many shots are fired, and teams can then retake towers or “control points” or whater makes it sound more “overwatch” while being a functionally better map for HotS

Then maybe nerf samurai, because it’s at least as strong as objective if it reaches gate.

Do you really like ToD that much? :dizzy_face: It’s cool for diversity, but I can’t say it’s one of my favourites… once a team takes a tower, you’re pretty much stuck on defense, maybe for whole match… at least in my experience. The other team just rotates and takes another tower.

In Hanamura…I can’t say forts are as relevant, since objective moves around the map? I guess the fountain is a pretty big loss, but it’s definitely not as bad as losing a tower on braxis.