PvP Discussion: Maps - Page 3 — Guild Wars 2 Forums

PvP Discussion: Maps

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Comments

  • @huehuehueh.5106 said:
    Can we have an option to not display the instructions/tutorial/map mechanic window every game?

    Maybe. I'll add it to the list of possible QoL changes.

    Ben Phongluangtham
    Game Designer

  • LUST.7241LUST.7241 Member ✭✭✭
    edited December 7

    Status on...

    • The spawn for some maps starts you way far from the gate (ex. Battle of Kyhlo), are these changing?
    • There was talk about moving the spawns for Legacy of the Foefire so it takes less time to get to the central point? As well as resizing the central point?

    Map rotation
    Adding Spirit Watch to the Ranked rotation?

    Map mechanics
    Don't make the Trebuchet on Battle of Kyhlo player-controlled. Instead let players take the repair kit to the Trebuchet and for 120s (or something) it bombards a point (it switches points every kit). It's way too costly to have someone use the Trebuchet during a match.

    Battle of Champion’s Dusk

    • I think having the Lord push with the lane and get stronger with a team's kills would make it more engaging. Both will share a lane and pretty much contribute to very little at the start. Whichever Lord reaches the opposing Gate and destroys the core, wins. Things to note:
    1. Lord's themselves take no damage from players
    2. Lord's give offensive buffs on kill streaks and defensive buffs if dying too much.
    3. Only the lord can hurt the gate and core
    4. Lord only gets stronger with kills and gets weaker with deaths (making it possible to comeback).
    5. The look of the Lord ties in with his/her strength
    6. Team can choose a Lord at the start (effects what boons they can provide)

    All my alts are just storage for my Engi.

  • Kapax.3801Kapax.3801 Member ✭✭✭

    Eternal Coliseum
    This map is very big for 10 people, I think it should be reduced by 30% or 40. What's more, I'd even say it's a map of 8 vs 8.

    Revenge of the Capricorn
    This map is very long, they should also reduce it by 20% or 30%.

    The maps mentioned above have a great advantage for the Range and a great disadvantage for the Melee. Especially the professions that can shorten great distances with their abilities.

  • Darek.1836Darek.1836 Member ✭✭✭

    @Ben Phongluangtham.1065 said:

    @Alatar.7364 said:
    There are too many comments for me to effectively tell if this question was already asked, so I will have to go ahead and ask myself, sorry if it was answered already.
    Are there any plans to release more Stronghold map/s?

    A new Stronghold map isn't currently on our backlog. We plan on eventually revising our current stronghold map, though this is a ways out. Once that is done and we get some time on the revisions, a 2nd stronghold map isn't off the table someday.

    Also, Legacy of the Foefire is too much of a snowball map. I think we all know that. So, are there any Plans to make a bit of a Change to this Map?
    For example: Some obstructions between Mid and Sides, or complete change to the Paths between Nodes?

    We've talked about this a few times. We've had some brainstorm sessions on possible changes and have posted our thoughts here. It's a bit divisive, especially considered the popularity of the map.

    Move spawns closer to home like I mentioned earlier. Doesn't mess with the mid node.

    Also I feel like on Temple only tranquillity should come up at 8:30/2:30 instead of both stillness and it. The reason is the map is super unbalanced towards some comps when you're literally forced into playing in 4 locations and sometimes 5, which is completely unique to Temple.

  • Ledavi.1803Ledavi.1803 Member ✭✭

    I get that Capricorn is the largest of the maps and some melee'ers and others with lower mobility might not appreciate the distances, but to follow Darek's paradigm it has:
    1. Uniqueness
    2. Decent Node layout - a good node layout is the foundation to a good map, and they should mostly be unique to other maps
    3. Good LOS with elevations, jumping areas and barriers that are well placed imo
    4. Side objective balance - unique and ascending point structure makes for differing paths to victory and emphasis on situational awareness

    So, I would vote not to make it smaller (although spawn could be moved closer to home points).
    Just my .02

  • Ashyri.5426Ashyri.5426 Member ✭✭

    This might be a bit off topic, but please change the ranked map rotation during the season. It's been the same maps for at least the past 3 seasons, as far as I can recall.

  • Keyba.9570Keyba.9570 Member ✭✭

    For Skyhammer...I think the platforms in front of the maps should be removed . The middle is fine and ones around the map as well but those ones close to the node really screw over melee classes compared to ranged.

  • Stronghold suggestions (not nessicarily related to eachother but if something inspires you then take it and innovate.)

    Make it 10 v 10

    One person on the team is promoted to Guild Lord, increased HP, stats, weapons skills such as how Sohothin was used in PoF. Killing / Protecting an actively fighting and moving Guild lord would provide players a unique experience and always guarantees that teams won’t ignore eachother.

    Change theme to Sunspears vs Awakened and let the NPC’s auto spawn in waves, 2 melee, 1 support and 2 ranged. Add Joko as a mist champion. Then praise him.

    Mist champs are now called with special action key after X NPC kills.

    Redesign map to resemble Twilight Oasis design and bring verticality, movement skills, and fighting
    on rooftops into PvP.

    New PvP deathmatch
    10 v 10
    No Respawn
    Best of 3, 1 min between sets to swap skills/characters. These would be quick, fun and deadly. Use the coliseum map. Add environmental weapons thrown in by crowd.

  • Spurnshadow.3678Spurnshadow.3678 Member ✭✭✭
    edited December 7

    It's good to hear you have some new maps in the works. These can't be brought out soon enough.

    With the amount of work that goes into PvE maps, and the frequency and size that they are, I don't see why you guys can't do a new one for each season. They are a fraction of the size of even a LS map. Also, you've gotta get more different modes. 5 years of conquest is so stale. Also, increase the middle circle on each map.

  • Ben K.6238Ben K.6238 Member ✭✭

    Stronghold might work a little better if the lanes crossed over, or if all lanes were both offensive and defensive like a standard MOBA.

  • any plans on reworking/removing jumping pads from Skyhammer?

  • Exedore.6320Exedore.6320 Member ✭✭✭

    Spirit Watch
    The orb mechanic just doesn't work to alter the flow of the game. In a relatively close match, the team that doesn't have the map is usually staggered, which means its too easy for them to outnumber the orb before it gets to a cap point. Further, it's too easy to lose the orb to a thief or similar 1v1 build and then also lose a node; better off leaving it.
    Idea: Remove bonus points for returning orb to a node you control. Orb no longer has special abilities or movement restrictions. This slows the snowball and allows for the team coming out of spawn (usually the one who is just recently behind) to grab it and make a quick de-cap to lessen their setback from dying. Consider increasing channel or having a short, initial "can't use abilities + slow movement" phase for opponents to react.

    Khylo
    I liked the old clocktower; it was far more interesting aesthetically. Could we bring some of it back (at least the upper portion and maybe just have it go to its old destroyed state at the start of the match? The new layout also makes using the treb on it far more difficult.
    The call-out on the trebuchet is still dodgy. I'm not sure, but I think the "no alert" happens when you're not standing in the blast radius when it fires, but then enter the radius.

    Skyhammer
    The jump pads which flank the point B on the upper level can get in the way during fights.

  • Dreggon.6598Dreggon.6598 Member ✭✭

    @Ben Phongluangtham.1065 said:

    @ArthurDent.9538 said:

    @Ben Phongluangtham.1065 said:

    @Crinn.7864 said:
    Can we do something about foefire. It's inline layout is really bad to play on, particularly for low mobility class, it's points are far to easy to bunker, and the mechanic ridiculously favors teams with mesmers.

    We've talked about potential changes to Foefire before, but people got a little mad about. Reducing the size of mid to specially reduce bunkering was on our list of potential changes.
    We do have to be careful with changes to it, as in it's current state, it's one of the most popular maps. Even if I think it could be improved.

    The problem with foefire isn't the large points, it is the fact that mid is directly between the two sides which makes it really hard to play sides since to go from far to home you need to go through mid or take a huge detour.

    Adjusting that was also on our list of potential changes. We felt that not having home close to spawn contributes to the snowball potential.

    put a jump pad to get over mid point faster, there's some unused parts of the map if you leave a side point and head to the left and you can cross a bridge, maybe put something on the other side of that bridge

  • While i didnt like the khylo change at all, the entrance point of the tower, i can live with now (i still like the old jumping puzzle requiring map more).

    But the trebuchet is super bad now. Also the clocktower is ugly (the old clocktower was thousant times more fun). I rather have a mechanic in the old clocktower top. It's also the part of clocktower that isnt broken prevents treb shots, you can only land treb shots in about 40% of tower, rest is safe zone (and people by now now that), it's really bad, nobody use treb anymore.

  • Ithilwen.1529Ithilwen.1529 Member ✭✭✭
    edited December 7

    From my PoV the problem with Stronghold, ( and other PvP maps, ) is that the players are simply too powerful. There's no point whatever in attempting to defend a gate as a solo or pair. You're gonna get slaughtered.

    Also, if you successfully defend, your fortress has taken damage and your enemy's has not. Defending is a losing proposition for a team group. So, the best policy is to race to kill the ai. Really effective siege machinery , eg arrow carts, might alter that. Such gear could give a defender a chance against the enemy rush.

    This would tend to throw the teams into conflict mid map, which seems to kind of be ANET's goal.

    For me, Coliseum really captures the essence of what PvP is about, viz Gladiatorial contests in public. I'd like to see a lot more of that theme. Perhaps the Charr Arena outside the Village of Butcher's Block? This would make a great 1v1 or 2v2 map You already have the art and the premise from one of the Norn personal story episodes. This is a place where various races fight for pay as entertainment. Pit fighting at Lion's Arch is also mentioned in the game.

    Mesmerizing Girl

  • Sigmoid.7082Sigmoid.7082 Member ✭✭✭

    @Dreggon.6598 said:

    @Ben Phongluangtham.1065 said:

    @ArthurDent.9538 said:

    @Ben Phongluangtham.1065 said:

    @Crinn.7864 said:
    Can we do something about foefire. It's inline layout is really bad to play on, particularly for low mobility class, it's points are far to easy to bunker, and the mechanic ridiculously favors teams with mesmers.

    We've talked about potential changes to Foefire before, but people got a little mad about. Reducing the size of mid to specially reduce bunkering was on our list of potential changes.
    We do have to be careful with changes to it, as in it's current state, it's one of the most popular maps. Even if I think it could be improved.

    The problem with foefire isn't the large points, it is the fact that mid is directly between the two sides which makes it really hard to play sides since to go from far to home you need to go through mid or take a huge detour.

    Adjusting that was also on our list of potential changes. We felt that not having home close to spawn contributes to the snowball potential.

    put a jump pad to get over mid point faster, there's some unused parts of the map if you leave a side point and head to the left and you can cross a bridge, maybe put something on the other side of that bridge

    I would put another bridge there and then on the other side I would put another archway. That way you can get across without having to directly go through mid.

  • Ithilwen.1529Ithilwen.1529 Member ✭✭✭

    @bluri.2653 said:
    I think you should add more maps, add Spirit Watch to ranked IMO as it used to be a part of it. No matter if they feel weird or some don't like it. It really gets tedious to play the same maps over and over so implement more and add Spirit Watch to ranked pool IMO.

    I would absolutely hate to see Spirit Watch in the Ranked rotation. This map is basically intended to be a jr tdm. AOE builds and anything cheesy thrives in Spirit Watch. You have both spawns directed into a high walled ravine. Combine that with the orbs and you have a map designed to encourage tdm. I don't like to play it at all.. but please , it's not a map for conquest competition.

    Mesmerizing Girl

  • Ithilwen.1529Ithilwen.1529 Member ✭✭✭
    edited December 7

    General comments:

    Coliseum: My favorite map. The crowd mechanic and the general environment make it amazing. Please don't cut back on ports/blinks too much more. There's not enough edge to mobility and there's very little shelter around mid.

    Khylo: A map I used to like a lot. Major changes that directly nerfed Mesmer and thief, ouch. Now it's ruled by Scourges. I admit, I feel a little attacked. Please don't kill any more hide/mobility spots.

    Spirit Watch: Yuck. This map reminds me of Courtyard and I dislike playing it.

    Capricorn ( new ) Nice map. The only real problem here is that the bell circle is too small. There is no way I can kick an FB or Scourge off the point. So the map heavily favors these classes.

    Capricorn ( old ) My first PvP map. I feel a lot of nostalgia for this old map and would love to see it return.

    Forest: Nice map, please don't fix what isn't broken :)

    Temple: A neat map except that it can be absolutely ruled by aoe classes. Maybe large capture points instead of meditation interactions?

    Skyhammer: I love this map. All the new safety bumpers felt lame at first, but they have improved things. The hammer is still too easily dominated by Scourge/FB.

    Foefire: A good map. I love the large mid circle. All mid circles should be like that. The only issue I have with this map is that I see it so often. ~edit~ Oh and the constant line of sight issues with blink etc.. but that can be said of the game generally. It's especially galling that Mesmer mainhand Sword won't change Z anymore.

    Mesmerizing Girl

  • Bazooka.3590Bazooka.3590 Member ✭✭

    Love the idea of smaller maps for 4v4, 3v3, 2v2 and 1v1 for duels.
    Maybe this way MM could make decent matches with low server population.
    If the Match Making consider too much time to wait for a 5v5 then it makes a 4v4 or a 3v3 but it makes a quality game not an unbalanced one.
    Bigger maps could be also awesome stuff but needs more ppl. to queue. I think if PVP will be useful one day many players will return and maybe new ones will come too.

  • I quite like most of the conquest maps we have right now. Paticularly like the balance between weight of secondary mechanics and point capping in the last two implemented. I find only two of them rather frustrating to play or slightly unbalanced.

    • Legacy of the Foefire. Aside from some pathing issues that other people have commented already, I find the Lord mechanic not very engaging. It gives too many points for the effort it takes to kill, adding to the already snowbally nature of the map. Also promotes aiming towards an NPC rather than focusing on player interaction. I think the map would benefit from either:

      • Reducing the amount of points it gives to 100 or even 75. This way making it slightly more of a late game push mechanic.
      • Keeping the current point award but revamping the Lord itself so it’s more challenging to beat, or at least not soloable. You could straight up buff it’s health and damage or it’s assistant NPC’s… or you could even add mechanics not unlike those you used lately in PvE boss fights to make it more interesting. This may be an unpopular opinion but I think it could be worth considering.
    • Temple of the Silent Storm. I find it quite frustrating that Tranquility gives such an immense advantage. Why not make it like Skyhammer? It could just uncap enemy points. To preserve map identity it maybe could pop a bubble on the points (like that of a guardian) to prevent enemy players from entering for ⅓ or half the tics it takes to capture it. This would give more opportunities for counterplay.

    I really love the concept of Stronghold and the possibilities that this as a gamemode could bring to the table, it’s a bit disheartening to see it forgotten at one side, so it’s great news to hear you are thinking of reviewing it!

    • Battle of Champion’s Dusk. I think the map has a great foundation, but it’s not well focused as it relies more on NPC interaction than player interaction. Here are some suggestions:
      • Merge the two supply spawns into one big pile at the center of the map, give players a reason to fight for supply as a central mechanic of the map.
      • Remove doorbreakers and archers altogether.
      • Make doors non-targetable by players or immune to player damage.
      • Give doorbreakers role to players. Once enough supply is stored in the team’s camp, a player can take an environmental weapon/bomb/mortar/whatever that can deal damage to doors. Or else, a player can channel a special action that allows him to damage the door.
      • Remove the Champion NPC’s. Instead make the player who channels become the Champion. This could be done in two ways:
      • A transformation like that of Necromancer’s lich form that lasts for a set amount of time and replaces all of the player’s skills.
      • The player who channels the Champion gains it’s aura and gets a special action skill corresponding to that Champion’s current Elite skill. Both of those effects would be lost if the player dies. The War Cry would remain the same once the channel is complete. This could also change the appearance of the player so it makes sense for them to unlock the skins. A player who carries the doorbreaker weapon/skill would lose it if it becomes the Champion.

    Not much else comes to mind right now about this topic. Thanks for letting us have this conversation and keep up the good work!

  • breno.5423breno.5423 Member ✭✭

    @Miles Smiles.8951 said:
    any plans on reworking/removing jumping pads from Skyhammer?

    Up

  • OriOri.8724OriOri.8724 Member ✭✭✭

    @Cynz.9437 said:
    Example of no valid path which leads to death in many cases:

    Can we have maps looked at from this perspective please?
    This also includes coal cart at mine that is heavily abused by any half decent player: as long as you stand on it, you can't use ports nor someone can port to you so someone can push you into cart and you can't use stunbreak -> you die. There are quite few spots like this across maps and they are just being abused by anyone who knows them. I don't think classes that don't rely on ports really need that much more advantage.

    I don't think this is something the PvP devs should be looking at, but the balance devs. This is a skill that isn't functioning properly, for whatever reason. Its impossible for a dev to go through and find every possible place on each map that has port problems, at best they could just do the most high profile few and then have to focus on something else. Having the skill be reworked on the engine side to be more reliable would be a better way to fix it.

    Eyyyy I unlocked signatures

  • Jinks.2057Jinks.2057 Member ✭✭✭

    Deathmatch map that is like the Obsidian Sanctum so we can get proper 10v10 TDM's going.

  • witcher.3197witcher.3197 Member ✭✭✭

    @Xillllix.3485 said:
    Stronghold could be adapted to 10v10 or 15v15 gvgs with bigger maps. It was even announced as being GvG...

    You have misconceptions about what GvG means.

    GW1 had GvG, an 8v8 fight with 2 bases where the main objective was to kill the enemy lord and maps usually had 2-3 lanes, with the middle one having a flag stand to fight over.

    They kind of tried to recreate this but it simply wouldn't work in a game with as much cheese as GW2 so they tried to tie some roles to NPCs, which is where everything went wrong.

    It was never advertised as a zerg clash in an open field.

  • Griever.8150Griever.8150 Member ✭✭✭

    @Ben Phongluangtham.1065 said:

    @Crinn.7864 said:
    Can we do something about foefire. It's inline layout is really bad to play on, particularly for low mobility class, it's points are far to easy to bunker, and the mechanic ridiculously favors teams with mesmers.

    We've talked about potential changes to Foefire before, but people got a little mad about. Reducing the size of mid to specially reduce bunkering was on our list of potential changes.
    We do have to be careful with changes to it, as in it's current state, it's one of the most popular maps. Even if I think it could be improved.

    That change was mentioned around the same time as the Scourge's release though, if the 12/12 update makes them not as toxic to play again'st on smaller nodes i think it should still be considered.

  • MakubeC.3026MakubeC.3026 Member ✭✭

    @Ben Phongluangtham.1065 said:

    @TexZero.7910 said:
    General question about map thematics and design.

    With the success of Colosseum do you feel there's a place in the game thematically that you as a team haven't explored and want to be it from lore or as an original concept new to GW2 ?

    The new conquest map will be using desert assets. Is there a theme you'd really like to see?

    Well, we are missing the Sylvari themed arena. And maybe also a more Charr based one.

  • Namless.4028Namless.4028 Member ✭✭

    For Stronghold I see two "best" strategies:
    1: you rush with most of your team through the enemy base and mostly ignore defending
    2: you dont rush at all and just roam through the map, kill everything you see and wait for the timer to run out.

    I dont think that the gamemode is intended to support either of these playstiles. To change that in my opinion the middle pit should be more valuable to control.
    the easiest way to achieve this would be to make doorbreakers easier to kill by players (maybe even onehit), the make a more tank stile doorbreaker, that needs 2 ressources to be cast (still a onehit by guards)

    maybe add buffs on random points of the map that when interacted buff the movementspeed of your npcs, and/or decrase the movementspeed of the enemy npcs

    Another Idea would be to create a true defensive champion that spawns in your own lordroom and helps defending, or spawns in the part between the first and second door (you can use tybalt and turai ossa for that also)

    Maybe add a way to repair broken doors or to revive your guards (maybe using tons of supplies)

    Overall I like Stronghold as a more casual pvp mode and I dont need it to be tweaked to be as competitive as conquest.

  • @Miles Smiles.8951 said:
    any plans on reworking/removing jumping pads from Skyhammer?

    We've talked about it a bit. Some of our current concerns are:

    • Jumping up and down continually as a tactic
    • The ease of accidentally using one

    Any suggestions on how you think they should work?

    Ben Phongluangtham
    Game Designer

  • @Ben K.6238 said:
    Stronghold might work a little better if the lanes crossed over, or if all lanes were both offensive and defensive like a standard MOBA.

    Adjusting the lanes is certainly something we're talking about for a Stronghold revision.

    Ben Phongluangtham
    Game Designer

  • Morwath.9817Morwath.9817 Member ✭✭✭

    @Ben Phongluangtham.1065 said:

    @Miles Smiles.8951 said:
    any plans on reworking/removing jumping pads from Skyhammer?

    We've talked about it a bit. Some of our current concerns are:

    • Jumping up and down continually as a tactic
    • The ease of accidentally using one

    Any suggestions on how you think they should work?

    They could be like Bouncing Mushrooms, something you have to jump on, so you won't walk on them accidently.

  • Sihmm.9236Sihmm.9236 Member ✭✭

    @Ben Phongluangtham.1065 said:

    @Miles Smiles.8951 said:
    any plans on reworking/removing jumping pads from Skyhammer?

    We've talked about it a bit. Some of our current concerns are:

    • Jumping up and down continually as a tactic
    • The ease of accidentally using one

    Any suggestions on how you think they should work?

    Someone suggested having to press the interact key to use them; perhaps also adding a short cooldown to the function would make each bounce more 'tactical' - so you can't just jump up, jump down, and jump up again.

  • mixxed.5862mixxed.5862 Member

    @Ben Phongluangtham.1065 said:

    @Miles Smiles.8951 said:
    any plans on reworking/removing jumping pads from Skyhammer?

    We've talked about it a bit. Some of our current concerns are:

    • Jumping up and down continually as a tactic
    • The ease of accidentally using one

    Any suggestions on how you think they should work?

    How about they only launch you when jumping on them. Would solve accidentally being flipped off. Mushrooms work the same way in hot maps if I'm not mistaken.

  • Orpheal.8263Orpheal.8263 Member ✭✭✭

    hmm, I guess, i should better have read this thread before, soem of the other ones..
    Nice to see, that actually stronghold isnt't just trashed right after implementation and that you have not instantly forgotten it ...


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  • Darek.1836Darek.1836 Member ✭✭✭

    @mixxed.5862 said:

    @Ben Phongluangtham.1065 said:

    @Miles Smiles.8951 said:
    any plans on reworking/removing jumping pads from Skyhammer?

    We've talked about it a bit. Some of our current concerns are:

    • Jumping up and down continually as a tactic
    • The ease of accidentally using one

    Any suggestions on how you think they should work?

    How about they only launch you when jumping on them. Would solve accidentally being flipped off. Mushrooms work the same way in hot maps if I'm not mistaken.

    Or have it interaction based (pressing F). Could easily put a 10s icd on it.

  • @Ben Phongluangtham.1065 said:

    @Miles Smiles.8951 said:
    any plans on reworking/removing jumping pads from Skyhammer?

    We've talked about it a bit. Some of our current concerns are:

    • Jumping up and down continually as a tactic
    • The ease of accidentally using one

    Any suggestions on how you think they should work?

    To add to that list of concerns, it cancelling channeled casts, (i.e., Guard Elite) is really really annoying

  • TexZero.7910TexZero.7910 Member ✭✭✭

    @Morwath.9817 said:

    @Ben Phongluangtham.1065 said:

    @Miles Smiles.8951 said:
    any plans on reworking/removing jumping pads from Skyhammer?

    We've talked about it a bit. Some of our current concerns are:

    • Jumping up and down continually as a tactic
    • The ease of accidentally using one

    Any suggestions on how you think they should work?

    They could be like Bouncing Mushrooms, something you have to jump on, so you won't walk on them accidently.

    I would refrain from making them something you have to scale like BM. That tends to end up with places for players to get stuck in collision.

    I'd leave it a pad, but force an interact key to be used. That allows you to place a cooldown on the pads / interaction as well.

  • @Ben Phongluangtham.1065 said:

    @Miles Smiles.8951 said:
    any plans on reworking/removing jumping pads from Skyhammer?

    We've talked about it a bit. Some of our current concerns are:

    • Jumping up and down continually as a tactic
    • The ease of accidentally using one

    Any suggestions on how you think they should work?

    Maybe make it so it doesn't bring its own mechanic at all and doesn't lock you in the jumping animation. E.g. make it so it just teleports you but has a cooldown, exactly like the pink portal to skyhammer booth (maybe with bigger cooldown or make them active only when skyham is active).

  • Tiborb.1453Tiborb.1453 Member ✭✭

    @Ben Phongluangtham.1065 said:

    @TexZero.7910 said:
    General question about map thematics and design.

    With the success of Colosseum do you feel there's a place in the game thematically that you as a team haven't explored and want to be it from lore or as an original concept new to GW2 ?

    The new conquest map will be using desert assets. Is there a theme you'd really like to see?

    For main races: a sylvari themed map.
    We don't have any at the moment.

    Then a Underworld themed one.

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