Do people dislike Paraíso, if so why?

I feel like I hear content creators talk a lot about how tons of people hate the map, but I don’t actually see that many comments or posts about it. (This post in particular was inspired by the GU podcast last week)

Personally, I really enjoy the map. Second point can be annoying at times, but otherwise I think it’s a really fun and dynamic map with a lot of ways to play it.

2 Likes

attacking on that map just sucks. enemy team has perma high ground on first and second point. attacking on paraiso is like sisyphus pushing that boulder up a hill. 3rd point gets better but if you manage to push past 1st and 2nd, the sour taste is already in your mouth and you don’t care how balanced 3rd point is

6 Likes

Parasio is when you combine king’s row with dorado.

Its a defacto dive map and idiots keep trying to play low ground heroes into it. I enjoy Parasio quite a bit.

2 Likes

Every point has a height advantage over a narrow valley/tunnel that barely fits Rein’s own barrier’s width.

1 Like

The angles, pathing, and flank routes all feel bad from an attacking perspective. I don’t care much for defending on it, either.

Finally, this is an odd criticism but I want it to feel more… vibrant? I don’t love the look/theme of the indoor section, either.

Best thing I can mention about that map is how fun the payload is. The beach is nice, as is the attacker’s spawn room (aesthetically).

Infinite highground maps with long sightlines aren’t popular with anyone but hitscan mains. Not much more to it.

8 Likes

first point choke is really annoying to push through, the congestion of the second point is really awkward to actually engage with and the high ground just feels like dorado with less cover, and the third point is so defender-sided it makes me sick. a wild amount of high ground and full cover readily accessible while shooting into an open bowl of a payload route.

It’s honestly my favorite map. I think first point can feel really difficult to get through but feels great to defend on. I think that should be looked into. I think people who probably don’t like it play heroes that struggle to get to high ground but that’s true for every map, some heroes are just going to be more or less effective. I play a lot of Mercy so I’m bias and really enjoy it.

2 Likes

Both.

Every assault map has some high ground around every point. But with Paraiso there is high ground most of the map and the floor is so slim it’s like you’re inside the well at Ilios. It’s one long chokepoint where you look up most of the time.

You can think of it like an old Western movie, where a wagon train is riding down a mountain pass and bandits/indians line up on the cliff side above the pass and shoot down into it. That’s basically what Paraiso is, only the high ground alternates from the initial choke, (standard three route) to one-side alternating to the other side and then back again.

Third point has some limited coverage of high ground behind blocked up by high walls/fencing. Alternative paths are narrow chokes/passages, and a very wide secondary that can lead to back-end or shortcut.

It’s not a very good map, really, and it is my least liked of the new OW2 launch maps. You’re not wrong that you’re constantly looking far ahead or up at targets. Most of them aren’t playing on the high ground and most don’t seem to suspect that this map is good for Pharah, and not really Widowmaker.

1 Like

The Paraiso has double fortress positions. Defender holds mostly the first high ground (bridge) where they allready eliminate some atacker, and the rest is killed on point from second high ground. Thats why is also Dorado so hated by all (by me aswell!) there is high ground all arround and the chocke is too dense. Compare to JT, 66 or Numbani those are more open, better LOS (helps by tank gap, when dps can swap to Widow and cheesing they way to first point) those maps are also more open, more space, can be tryed more maneveurs - on Dorado and Paraiso you have only way path!!! (Yes Dorado has 2 more paths - far right next to cliff and left underground, but by both has to engage again same problem - both ends by huge high ground secured position.
I forgot my most problem, somebody mentioned it allready. PHARMERCY!!! Those maps are absolutely Pharmercy maps! Small choke by point means - everything will be hit by rocket AOE and high buildings with short LOS means unkillable Mercy and Pharah can play behind corners. :nauseated_face:

A lot of those areas seemed like areas that were supposed to be used for campaign, or starting/spawn points but ended up being rejected during the development process. Much like how Rialto’s competitive map cuts out a substantial portion of the office building from the Archives mission.

Attacking Parasio is far more enjoyable a task than Gibraltar. Gibraltar has far more high ground transitions with absolutely no cover when pusing payload. Its such a pain in the a$s to push payload on Gibraltar. Parasio is filled with lots of flanking routes and far shorter sightlines than anything Gibraltar offers.

Attacking it is even easier than Numbani 1st point since Numbani enemy team starts on very, high ground and your only attacking points are through a long /wide street OR a few narrow choke points.

You can move the entire payload of Parasio in 1st and 2nd points almost completely in cover and pretty much never touch the long sightlines. Even assaulting high ground is easier because many of the rooftops actually have cover as well.

I always have fun on this map for support or tank.

2 Likes

I use literally all of these except maybe the first spawn one sometimes. They do exist for a reason, even if they are not necessarily ideal.

I also don’t get it, it’s my favorite map :frowning: .

1 Like

Boring design(like every map that has came out since ow2) that favors one side to much. I skip them all before the game starts to avoid the 20 minute penalty.

One of the worst maps currently due to abundance of highground and geometry of the first point is just bizzare for both attackers and defenders. Defenders have barely any cover near point and first platform is easily divable and almost impossible to push without dive tank.

First point sucks for both parties but mostly defenders
Second point sucks for attackers (strong highgrounds with long sightlines and nowhere to attack from)
Third point is okay

Feels like Dorado where the only playable part of the map is third point and by that time you already hate the map.

1 Like

It’s a little funny that Paraiso is Lucio’s home turf but the map is wallride unfriendly.

3 Likes

In my personal opinion on maps:

All hybrid and payload maps are good aside from Gibraltar. (Circuit royal and havana can be a problem if there’s too much of a discrepancy between teams skill levels, and a certain team picking certain heroes that are strong on that map. Still v fun maps to play on if it’s not one sided though!)

Control maps aren’t necessarily bad, but I do feel like mirrored maps are boring. Usually 1/2 are good/okay, but all of them have one map that’s just terrible.

Push maps are actually decent, despite being mirrored. Just how the push bot works doesn’t feel great. It favours the team who wins the first team fight too hard.

Flashpoint is just the offspring of 2cp and scrambled eggs. Terrible mode. New junk city is an awful map. Survasa is not too bad though!

Third point feels the worst to me :confused: for attackers at least.