I’ve noticed this trend in my comp games lately where almost every game on Numbani is a full hold on first. Did people just forget how to play the map or something?
It’s really awkward to approach since the only path for attackers to take high ground can be held in an enclosed space. Approaching underground is the same issue. Main is asking to get dunked on by high ground on both sides. Basically every path is a challenge against a coordinated defense.
It’s not impossible mind you. But you basically have to get really lucky and get a pick or two before committing to a push. I imagine at most ranks that’s kind of tough.
The defenders also have spawn advantage, so any prolonged fight will tend to go the defenders way as well. Most other hybrid maps the attackers get a pretty massive spawn advantage on point A.
For me, when it’s compared to the other hybrid maps (hollywood, king’s row, eichenwalde, blizz world - and really, any other map in the game), numbani first is one of the most vertically favored towards defenders which makes the relationship between hero choice, pathing and resource usage important. It also encourages the defenders to play aggressively with the balcony that wraps basically the entire attacker approach. I think I see more defenders making aggressive support or dps plays on this map than any other map in the game.
these developers love their
small concentrated areas into massive enemy LOS : hanamura paris numbani 1st point eichenwalde etc
and they love their open area no cover( especially for offense) : moon map ( forgot its name) volskaya. lijang
there is no inbetween
personally though. the lijang tower map trio is my fav esp as a lucio main
It’s an annoying map, not as bad as 2cp like Paris but still bad to a degree. The first point as you say is hard to take but if it falls as a defender it’s nearly a wash till the final point in most games.
The first point is also not all that hard, it’s just most teams are poorly organized and just feed and die constantly. Due to the longer distance between spawn and the point this means any time your Hammond or DF runs ahead and dies it puts your whole team back further than normal.
Or just gives your team enough time for some one else to get impatient, try and poke some shots and die as well. Add in hero swaps every time something goes wrong and Nubani just feels like you never get more than 1 try before things fall apart.
If you were running Rein Zarya then that might be the reason, you need to commit to full dive.
Basically there’s just so much high ground that heroes with verticality are a must-pick. Going top with a rush comp is risky because it’s so easy to spam out.
Corners. Play your corners.
Or here is another thought… People dont change the way they attack. They either go top or bottom. Try different attacking routes. Trying Flanking… People are too stupid to change from the status quo
But I feel like Numbani is huuuuge and the defenders’ spawn after point A is capped is miles miles away.
and on topic. I really hate Numbani point A. it’s worse than 2CP for me. Even if you try to do something else and switch your heroes, your team does not follow up or still runs the same heroes for 4 minutes.
Especially that one tank who always goes on his own on low ground
Rialto is a big offender of this one (the bridge).
Numbai also designed in a way that you REALLY need a tank in your team to stay alive to take the first point. Otherwise, you’ll easily get focus fired from high ground with no place to escape. Dropping to low ground with no tank is just asking to get picked. Unlike other maps, you can’t really try and distract your enemies either as DPS or reddit lucio, because it’s a big wide open space which makes you prone to being noticed.
Also from spawn to point is a bit further away than most other maps. So there’s more down time for your teammates (especially slow tanks) every time the fight is a loss and you need to reset. There’s also less opportunities for you to poke at the enemies safely because the enemies are always on high ground, so you build ultimates slower.
It’s not my most hated map but you just have to play differently in Numbai and require higher level of team coordination (or at least team-diff them) to be able to cap the first point.
Because on most maps you can access multiple angles without much trouble. Lets look at volskaya 1st for example: You can go left to point, right to point, you can go on left staircase to highground and right staircase to highground. YOu can cover 4 different angles.
Kings row: You can go left from the statue, right from the statue, but also through hotel and go for a flank. YOu can even make some crazier rotations through the building, but that’s pretty uncommon for ranked.
Numbani through, most teams either just walk top and die, or walk main and stagger themself till the match is over.
Attacking from multiple agnles is hard on numbani, because main is so open and only some hereos can access the highground. Additionally supports cant heal them on offangles if they and the team go through main. This makes it quite difficult to attack from multiple angles on Numbani 1st
Additionally the spawn is far away and the defenders have a ton of open area for them and 2 really nice highgrounds + some great chokes
Rialto has multiple ways to rotate with cover, you can go on right staircae which has a lot of cover and still have main and the left staircase for your dps to flank
In order to get to the stairs, you need to cross the bridge. On that bridge you will take a lot of damage.
I’m talking about the bridge right after the first checkpoint. Attacking on that bridge is so annoying when the enemy is able to hold the corner by the building.
You dont have to cross bridge, you can also rotate right from the bridge and drop there, then come from behind the highground where the defenders usually position. and Long range Hereos can just stay in front of the Bridge and can cover multiple angle on the enemy highground, on numbani you cant do that
Look up a layout of Rialto. There is no other way to go forward than to cross the bridge. In order to get to the stairs, the high ground, or any cover, you have to cross the bridge.
https ://liquipedia.net/commons/images/thumb/9/9a/Rialto_Top_Down_View.jpg/750px-Rialto_Top_Down_View.jpg
That link really doesn’t work, but if your talking first point there are technicality 3 ways to get out of spawn and around the first choke, though they are all easily covered for the most part by the defense. Oh and full of environmental instant kills that Blizzard loves so much in modern maps.
The only real choke point on rialto is the big bridge between 2nd and third point. There is no way to get across other than hopping boats if you can’t fly/teleport etc, and you have to push the payload across anyways. Only slight advantage is the attacker has a massive spawn advantage with it so close.
Then there is the final point, super small enclosed room that generally favors the defender but it’s so near the end one single Ult can usually push the payload threw there now they sped it up.
Oh this is embarrassing… I somehow mixed up Rialto with dorado, I don’t know how this happened lol
Well, on rialto the bridge is at least directly at the spawn and you can shoot at the bridge from the spawn
IMO it’s because:
- High ground all around the point
- Defenders have spawn advantage
- Several entry-points from almost 360 of the point