Upcoming map changes for Eternal Coliseum and Djinn’s Dominion — Guild Wars 2 Forums

Upcoming map changes for Eternal Coliseum and Djinn’s Dominion

Hi, folks!

We’d like to give you a preview of some upcoming changes to two PvP maps.

Up first is Eternal Coliseum. We wanted to give this map more spaces where players can jump around and try to break line of sight. Additionally, we wanted to differentiate between each side of the map a bit better so it’s easier to know where you are just by looking around. To do this, we’re adding hedges on one half of the map, and building supplies on the other.


Next up is Djinn’s Dominion, where our goal is to reduce the ability to spawn camp the other team from the start of the game. To that end, we’ve added a wall between the spawn areas which stretches to the lamp platform. A gate will open in the wall after some time so players don’t have to run through the middle of the map to get to the far side through the whole match.


Stéphane Lo Presti
Content Marketing Manager

Tagged:
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Comments

  • Looks great!

  • Coliseum is looking real nice lots of kite spots too

  • Shaogin.2679Shaogin.2679 Member ✭✭✭

    Nice changes!

    Doc Von Doom

  • Arkantos.7460Arkantos.7460 Member ✭✭✭

    RIP Mirage

  • Marxx.5021Marxx.5021 Member ✭✭✭

    Good changes.

  • MithranArkanere.8957MithranArkanere.8957 Member ✭✭✭✭

    Nice. You can never have enough cover in a PvP arena.

  • Khisanth.2948Khisanth.2948 Member ✭✭✭✭

    I think you guys made a mistake there. Those should have been crates and boxes. Every game needs to have those. The more the better!

  • I love the change in coliseum, though it certainly reminded me of my attempts at decorating the guild hall 😂

    [RED] Crimson Sunspears...your small family guild since 2015.

  • The open space of Coliseum made it my favorite map for Deadeye :anguished:

  • Changes look good but I'm not stepping foot into PvP until we get proper balance and a non-spam meta

  • Rodzynald.5897Rodzynald.5897 Member ✭✭✭

    Well, I am of two minds about Colisseum changes. Mostly because mobility-heavy classes will have it even easier to be an even greater nuisance.

    Casual friendly and quality pvp - these two do not work well together.

  • @Rodzynald.5897 said:
    Well, I am of two minds about Colisseum changes. Mostly because mobility-heavy classes will have it even easier to be an even greater nuisance.

    It does favor LOS more, however I'm seeing a lot of platforms that require leap/jumping whereas shadowsteps will likely give "No Valid Path to Target".

    [RED] Crimson Sunspears...your small family guild since 2015.

  • Rodzynald.5897Rodzynald.5897 Member ✭✭✭

    @NICENIKESHOE.7128 said:

    @Rodzynald.5897 said:
    Well, I am of two minds about Colisseum changes. Mostly because mobility-heavy classes will have it even easier to be an even greater nuisance.

    It does favor LOS more, however I'm seeing a lot of platforms that require leap/jumping whereas shadowsteps will likely give "No Valid Path to Target".

    So basically I can put guardian back on the shelf and wait for buffs, or roll something else with easy access to quickness/mobility skills other than teleports.

    Casual friendly and quality pvp - these two do not work well together.

  • @Rodzynald.5897 said:

    @NICENIKESHOE.7128 said:

    @Rodzynald.5897 said:
    Well, I am of two minds about Colisseum changes. Mostly because mobility-heavy classes will have it even easier to be an even greater nuisance.

    It does favor LOS more, however I'm seeing a lot of platforms that require leap/jumping whereas shadowsteps will likely give "No Valid Path to Target".

    So basically I can put guardian back on the shelf and wait for buffs, or roll something else with easy access to quickness/mobility skills other than teleports.

    ha well you already limited the class choices to rev/war and soulbeast (with less pewpew) now, which isn't very different from before.
    Not that guard has strong presence in Coliseum's side nodes anyway.

    [RED] Crimson Sunspears...your small family guild since 2015.

  • Elrond.9486Elrond.9486 Member ✭✭

    Really nice to see any of these kinds of updates and changes that at least show y'all are really putting some efforts in, ty anet.

  • Alatar.7364Alatar.7364 Member ✭✭✭✭

    RIP Thief and Ranged Professions

    ~ I Aear cân ven na mar

  • Dreggon.6598Dreggon.6598 Member ✭✭
    edited April 19, 2019

    I think the hedges on Coliseum don't fit aesthetically, and should be crates instead. I'd personally prefer if both the hedges and crates weren't added at all, because currently breaking LoS on those control points requires anybody holding them to get off, and that makes for interesting mindgames -- if the person holding it gets off, am I tanky enough to decap, or do I also need to back off and wait for help? Instead they'll just be able to hide behind the hedge so nobody on respawn is able to deal with them from a distance.

  • phs.6089phs.6089 Member ✭✭✭✭
    edited April 19, 2019

    omg that EC :), no more pew-pew de and rangers, camping points, nice, did you by the chance fix bug where someone could be knocked trough walls?

    "There is always a lighthouse, there's always a man, there's always a city."

  • I like these map changes =)

  • sarkysek.1085sarkysek.1085 Member ✭✭✭

    Changes looking great Stephane! <3 Eternal Coliseum was already one of my most favorite maps and now it will go even higher on the ladder with all these extra kite spots! :3

  • Yannir.4132Yannir.4132 Member ✭✭✭✭

    The changes look amazing. I can finally not get turned around in EC.
    Are the DD fps/ping improvements shipping as well?

  • Fenom.9457Fenom.9457 Member ✭✭✭✭

    Interesting... also makes me wonder when we’ll see djinns dominion join the ranked maps

    HARRY! DIDYA PUT YER NAME IN DA GOBLET OF FIYAH?!

  • Shiyo.3578Shiyo.3578 Member ✭✭✭

    This is a bad change. The fact this map was so wide and open made it unique and was the best part of it, now it's just the exact same as other other PvP map. Why did you change the most played and well-liked map for the worse?

  • Ghos.1326Ghos.1326 Member ✭✭✭

    I personally think these changes are interesting. Looking forward to seeing them live.

    The greatest enemy to improvement, is ignorance. But the desire to learn will cast ignorance into the fire.

  • Dahkeus.8243Dahkeus.8243 Member ✭✭✭

    @Alatar.7364 said:
    RIP Thief and Ranged Professions

    You mean Deadeye, not Thief. The additional cover make this amazing for S/D thief, which can port in and out of cover with sword 2. D/P DD can't use the terrain as well, but should still benefit from the additional cover, particularly since they're so mobile and can port in from out of line of sight.

  • Alatar.7364Alatar.7364 Member ✭✭✭✭

    @Dahkeus.8243 said:

    @Alatar.7364 said:
    RIP Thief and Ranged Professions

    You mean Deadeye, not Thief. The additional cover make this amazing for S/D thief, which can port in and out of cover with sword 2. D/P DD can't use the terrain as well, but should still benefit from the additional cover, particularly since they're so mobile and can port in from out of line of sight.

    No, I mean Thief, there's even more no port all over the place then there already was.
    I don't care much though, just mentioning

    ~ I Aear cân ven na mar

  • This is fantastic, it looks great. I personally feel the line of sight in those areas is a good idea. Very happy to see any attention paid to pvp.

  • Aeolus.3615Aeolus.3615 Member ✭✭✭✭
    edited April 19, 2019

    oh wow, i just hope range atacks wont passtrought those blockades xD.
    It looks really good.

  • Stand The Wall.6987Stand The Wall.6987 Member ✭✭✭✭
    edited April 19, 2019

    awesome guys. thanks for all the good work.

    coliseum red side looks a lot more open tho, whereas blue side has more cover.
    djinn's dominion blue side needs a kite spot. currently red side has a way better one which gives an unfair advantage. mid could use some los spots as well as a kite spot.

  • Swagg.9236Swagg.9236 Member ✭✭✭✭
    edited April 19, 2019

    Get destroyed, sightline-abuser builds. This game is way too easy in open areas. I'm shocked that anet made a decent change to PvP. That said, losing Djinn opening rotations is kind of sad. If anything bad happened, people could always peel from the opening cross-over by either using a teleport or just jumping up the middle ledges toward the lamp spawn. Not that big of a deal in the end, though; pretty sure you can just jump up the side ledges and make plays while people are still moving from spawn to the mid.

  • Zenix.6198Zenix.6198 Member ✭✭✭

    I really like the Colosseum changes.
    Dunno how I like the "hedges" thematically, but thats just aesthetics anyway (maybe a "garden"-theme with fountains and whatnot would be nice).

    I have mixed feelings about the Djin's Dominion changes.
    While I think that the map is far too "snowbally" atm and needs some adressing in that regard; I dont like the idea of funneling both teams into that midfight though, since a 1-3-1 opening split doesn't really seem possible.

  • Swagg.9236Swagg.9236 Member ✭✭✭✭

    @Zenix.6198 said:
    I really like the Colosseum changes.
    Dunno how I like the "hedges" thematically, but thats just aesthetics anyway (maybe a "garden"-theme with fountains and whatnot would be nice).

    I have mixed feelings about the Djin's Dominion changes.
    While I think that the map is far too "snowbally" atm and needs some adressing in that regard; I dont like the idea of funneling both teams into that midfight though, since a 1-3-1 opening split doesn't really seem possible.

    Nobody who crosses the middle threshold at a Djinn match's outset does it with the intent of doing a 1-3-1 split, but rather it's half or more of an entire team which just crosses immediately to more or less start the "midfight" right at the doorstep of someone's spawn. It's actually a pretty fun dynamic for the map, and it's sort of weird to remove one of the few unique things about the hyper-generic pool of GW2 PvP maps, but ultimately it probably won't stop people from just jumping up and over the middle of the lamp area in order to start some shenanigans prior to the midfight (haven't yet tested how viable that is, though; it would definitely depend on the build).

  • Djinn’s Dominion is such a trash map with no space and ugly color lightning

  • Edge.8724Edge.8724 Member ✭✭✭

    I don't like Djinn's Dominion at all. The mal is way too small and It's just a zerg fest all the match.

  • Balsa.3951Balsa.3951 Member ✭✭✭

    Did u test the map in house ? For ports and get stuck in walls ?

  • LolLookAtMyAP.8394LolLookAtMyAP.8394 Member ✭✭✭
    edited April 21, 2019

    Here is an idea I have for the lamp: scrap the existing skills and replace them with new skills; they all have have the same name but different subnames. The name is called Three Wishes.

    Three Wishes are three different skills that may dramatically sway the game depending on the wish.

    The system is similar to the current system where the skills are cycled continuously. The only difference are the names and skills. Another difference is these skills are granted only to the player that received the buff, not the whole team. Buffs stay with the player until the next buff has been claimed.

    Note: all wish channelings are unaffected by Quickness or Slow.

    The first wish, "Three Wishes--Djinn's Capture" captures a node. This bypasses decaps, so if the point is the enemy team's you still capture it. However the channel takes 3 seconds, so these buffs may not always be the best for Thieves. You can channel under the effect of invulnerability, Elusive Mind, or other skills such as Endure Pain and Stealth. However, the skill's channeling animation will reveal even in stealth! One second after the channel will emit a very bright white-red beam until finished, "revealing" a stealthed player in a way.

    The second wish, "Three Wishes--Djinn's Support" is a AoE half-dome, and is no larger than a node but has a target range of 0, meaning the AoE can only be set under the player. The skill is unleashed after a 3 second channel. This buff is scaled by healing power. The half-dome/"bubble" lasts 30 seconds and heals for a baseline of 3,333 HP every second, reflects projectiles, clears 3 conditions every second, and grants Regeneration, Retaliation, and Protection every second. It speeds up capping and decapping of points by 133%, and slows down decapping of friendly nodes by 133% as well. The channeling emits a green beam animation. Can be casted while invulnerable, with Elusive Mind or other skills such as Endure Pain, and Stealth.

    The third wish, "Three Wishes--Djinn's Wrath" is a flash of bright, blue lightning, with a light-blue PBAoE (player-based area of effect) radius of 900. The channel takes 3 seconds to complete, with a visible lightning animation as well as a blue beam. Upon fully channeling this skill, any players, even invulnerable players, that are caught within the light-blue PBAoE are automatically defeated. This skips downed state. Can be casted while invulnerable, with Elusive Mind or other skills such as Endure Pain. Can also be casted in stealth although the PBAoE and animation will still be visible.

    Maybe make the setting nighttime rather than daytime?

    Edit: I forgot to mention that all channels root you in place, and you can not cast any skills while channeling.

  • ASV.7819ASV.7819 Member ✭✭

    Why are you adding hedges on arena? This is a Coliseum, not a garden. :) On the one hand it’s good you adding new obstacles to hide from snipers, but in other way if snipers will be able to climb on it… feels bad man. :#
    Can you finally add the music to the Djinn Dominion (I think PoF battle music will fit it). This silence casts me down.

  • voltaicbore.8012voltaicbore.8012 Member ✭✭✭

    I don't immediately like either change, but I'll reserve judgment until I get to try it out. I really have low expectations for the coliseum changes, I liked the fact that you had to choose between staying on point and LOSing. With even the current single set of pathing blockers, a good sword 2 thief can make life really hard for ranged classes taking back a point.

  • Zlater.6789Zlater.6789 Member ✭✭✭
    edited April 22, 2019

    Reposting this because mods are busting my (word for objects of a spherical shape) and I think the kitten thing isn't working... urgh I remember why I stopped visiting the forums.

    Here is my well intentioned constructive criticism and feedback with obvious omissions:

    These changes look really great, would really love to see some more additions to Dominion though.

    The dynamics of the map are that it's very open, with small close nodes and not a lot of good LOS/Kite spots near the nodes. It makes nodes very difficult to defend and way less meaningful to capture, a bit too much tbh, and that's why we are seeing a lot of a (word for a malignant growth or tumour resulting from an uncontrolled division of cells) ranged/spam builds dominating so hard there.

    While there are good map assets placed around other sections of the map, nobody is incentivised to go there, or really has any reason.

    I'd really love to see some kind of a 1-way ramp / JP section added on the short paths between home/mid and mid/far as well. This to make disengaging to a side node more meaningful but also to add a trade-off for going to a different point. Right now you can just sit in-between 2 nodes and practically be able to defend both at the same time as neither is too far that you cant make it in time to prevent a decap.

  • aymnad.9023aymnad.9023 Member ✭✭
    edited April 22, 2019

    I am curious to see them live.
    BUT :
    Coliseum : If I play a range character (like my longbow ranger) when do I see/get to react someone coming to close/far if I am starting to cap/decap ? We can see that the spawn on red completely hides the incoming attacker ! At least it is still possible to shoot from the higher ground to the node. The crates are already annoying when chasing some specs like war/ele/engineer who can regen super fast but some additional higher ground can also be helpfull for range characters. (wait and see but I am a bit scared that duelist/node holder will be even stronger)
    Djinn : Ok no more fights at the start. It seems like a good idea. However, this allows the team with a better teamfight to dominate the map until the door opens so it depends how long it takes to open the doors. You can argue that this map is very small and it is already easy to move from one point to an other to defend. But like every map, decaping or forcing a rotation can change the outcome.

  • Djinn’s Dominion is an ugly map and so small can you better the lightning.

  • Turned the coliseum into a melee map. Killed the knock-back skill on ranger, and ranged weapons now suck in there. I had no problem with adding more items, but you turned the map into a "horders" home.

  • Stand The Wall.6987Stand The Wall.6987 Member ✭✭✭✭

    @KaiElso.5280 said:
    Turned the coliseum into a melee map. Killed the knock-back skill on ranger, and ranged weapons now suck in there. I had no problem with adding more items, but you turned the map into a "horders" home.

    no. as a ranged with the changes you cant just walk up and slam keyboard, you actually have to walk around. there are more kite spots. more kite spots benefits ranged more.

  • otto.5684otto.5684 Member ✭✭✭✭

    Man the new coliseum is terrible. Really really terrible. It’s like someone in the graphics dept dropped stock graphics into the map randomly. It looks so kitten ugly... Not to mention that the main appeal of the map is now dead... I would never choose this map now.

    And seriously stop trying to fix what is not broken. This map and Foe Fire where the most popular maps. Complete waste of development time and the result is significantly worse the the original. This is trying to recreate the wheel and then making it rectangular...

  • BadMed.3846BadMed.3846 Member ✭✭✭

    I was actually quite excited to know about changes to the Eternal Coliseum. Until, I stepped into the map today. I feel the team has really gone over the top with the idea. Less than half those obtacles were needed. The map is big and looks terribly cluttered now. Please remove some of this mess and make it fun again.

  • @BadMed.3846 said:
    I was actually quite excited to know about changes to the Eternal Coliseum. Until, I stepped into the map today. I feel the team has really gone over the top with the idea. Less than half those obtacles were needed. The map is big and looks terribly cluttered now. Please remove some of this mess and make it fun again.

    Been excited like a chip AND telling garbage as always :p

    Troll since 1982.

  • With these changes now my FPS in coliseum is really bad, I hope you guys have plans for some polish.

    Joko lies, Balthazar don't.

  • zoopop.5630zoopop.5630 Member ✭✭✭✭

    i like the changes but theirs way to much of everything now. Imo mid is perfectly fine but side nodes now have way to many objects around i would reduce it a bit imo.

  • dominik.9721dominik.9721 Member ✭✭✭
    edited April 24, 2019

    Love the changes of collosseum. Was a good idea to add so much highground cos there's nothing more fun than fighting fb and scourge standing highground and freewinning every tf.

  • I like the premise of having more obstacles around the points on eternal coli. Itll take a little pressure off my squishy thief.

    [Charr Noises]
    [Plays every class]
    [JUST GIT EVEN GUDDER ITS FINE]

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