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Why do people love Coliseum so much?


Vapour.7348

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As necromancer i love that map because its clear map there is no hiding spots nor tricky map its basic map almost no places for the thieves to hide while snipe or stealth to disengage

And who will go to your home node you will see him because there is only one road to go to the other nodeThats why i always pick that mapMy own reason ^^^^

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Terrain allows breaking LOS in strategic areas, without getting stuck on it. There are still skilled shortcuts to navigating the map. All points are equidistant. The map's mechanic provide a nice swing without being bullshit (Such as the PvE bullshit in Legacy and Niflhel (Which also is unpredictable bullshit due to the 'last hit' mechanic), or "Fourth point" shenanigans of Capricorn and Skyhammer) - and using the map's mechanic properly still requires skilled play. They can swing the momentum of the game, without actively dominating it.

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Tbh it's a boring map - would rather play forest, temple or hell even skyhammmer.

I don't like large wide open maps (ie foefire) - I prefer intricate terrain with some verticality - and yes I realise this bias is due to mobility, los and kiting with ports, but also it's just more fun to play in. Otherwise just stick 5v5 head on in an untextured flat plane and be done with it.

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its the closest we have to a gimmickless map.it still has the annoying auto stomp pickup, but hey, no skyhammers, Orb-running, trebuchets or NPCs.

hopefully Anet will learn from the backlash they had over Suckhammer and Spiritwatch and the approval of Coliseumthat we don't want PVP to be riddled with cheesy oneshot mechanics or game changing gimmickry.

the majority favour the simple maps, Forest, Foefire, Coliseum.

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Personally, if I had to advocate for a new map design it would be a tower. Both teams start on the first floor. Each floor has a node that grants points. Initially the first floor is available. At three and six minutes the higher floors become available through multiple stairs. But, higher nodes grant defensive bonuses on the second floor and offensive bonuses on the third floor if you hold the floor below as well.

A new pvp map that doesn’t just follow a dual near/mid/far mirror setup. Make it near/mid/far for both teams on the same nodes. That will shake things up.

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@saerni.2584 said:Personally, if I had to advocate for a new map design it would be a tower. Both teams start on the first floor. Each floor has a node that grants points. Initially the first floor is available. At three and six minutes the higher floors become available through multiple stairs. But, higher nodes grant defensive bonuses on the second floor and offensive bonuses on the third floor if you hold the floor below as well.

A new pvp map that doesn’t just follow a dual near/mid/far mirror setup. Make it near/mid/far for both teams on the same nodes. That will shake things up.

I love this!

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It is ranged heaven, all the pedestals to jump ontop of, full of no ports. Buffs are interesting and can change the game, the map is balanced/mirrored on both sides. High walls obscure map vision so people can rotate or fake a rotation. Multiple base exits to avoid spawnkilling. Line of sight heaven. Simple figure 8 design encourages/teaches rotation. "One way" wall openings allow teleport classes to us a skill to go directly to mid, other skills like leaps and ancestral grace can overcome the gap if timed correctly. Sword buff will not immediately kill the shield buff holder. Sword buff with a bunker class is pretty dangerous, on menders druid all I have to do is run in a circle and heal and just down someone and it changes the course of the game. From mid point you can see anyone crossing on either side or going for buffs unless stealthed. Shield buff can give greedy high dps classes like a thief an extra life. Teleport classes can get to buffs faster. Rally the crowd buff can give an extra needed stat boost to allies at the right time. Smaller map so portals are very useful. Depending on comp sword buff may give your team a ridiculous advantage (eg. if 5 dps) shield buff can give your bunkers a ridiculous advantage. These are a few of the reasons I enjoy this map and I believe it should stay in ranked rotation.

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I like it because of its simplicity and open-space. There's plenty of tightly-knit or multi-path BG's, Collo on the other hand is the closest to a baseline BG, though that isn't saying all the plebs who vote for it like it's a 'deathmatch' map won't suffer embarrassing losses if they keep ignoring objectives for the sake of brawling mid 24/7.

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@TexZero.7910 said:It's aesthetically a good map. Lore wise it's kinda off but there's just something nice about an old fashion Greco-Roman Arena.

Is the ugliest PvP map in the game, texture wise. Compared to Capricorn seems to be from a 10 years old game. The arena of stone from the Guild hall curb stomps Coliseum in terms of beauty, use of shaders, texture quality and variety.

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i like it better than Capricorn it has ledges u can actually teleport on to ,,, I hate how you cant teleport on any of the ledges on Capricorn anymore you use to be able to till they patched it for some reason ,,,

now necro and rangers just camp up on the ledge and fear and knock you back every time you try to climb up

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so i feel pvp is much like other sports on most maps... for example in football a team needs to run the ball to open up the passing game, and pass the ball to open up the run. by that i mean they need to not be predictable,in most maps you can go home or far after your team wipes mid.well in this map going far is not much of an option without being seen and tracked down.and i feel red has an advantage on the map too.The sword is way more powerful then the shield.maybe under the game mode selection people could pick a pefered and least perfered map

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