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My take on it that is, but you would be better off asking the Makers of the game as to why only they will know the true answer. What everyone else says is just their opinions and suspicions.
some, not most, maps are awful. it feels like most are because it feels worse than awful due to bad design and bad lobby balacing
lack of long range is not what makes some of them bad
DEAD CLIFFS
what could be a decent map with a nice mix of long range, mid range and close range encounters is ruined by an awful spawn at point A that leads to spawn camping and powerplay / hunt quickly.
CONVERGENCE
also ruined by spawn points, except this time the problem is it's away from everything. You spend more time running than shooting in this map even if you're farming because you'll have to run all the way to the other spawn point when it flips.
THE ANOMALY
Two issues: 1st control point B is too hard to take because it is at the center of the map and is exposed to nearly every single angle, so when one team eventually takes it the match tends to snowball. 2nd it's mostly close quarters so this maps end up being about whoever has the better shotgun RNG
BANNERFALL
Every angle is exposed to a long range point, except dark. Controlling middle gives you too much advantage as it gives lets you dominate every choke point the enemy will want to go through. If you enjoy getting killed from across the map every time, this is the map for you.
EXODUS BLUE
Too much clutter, props everywhere covering every angle makes it annoying to play at.
TWILIGHT GAP
Same as Exodus Blue, but now with increased heights!
tl;dr
clutter, bad spawn points, unbalanced control points, snowball design and poor balance over close-mid-long range encounters makes those maps bad.
trials is only avaiable in weekends and is boring as f and still is unplayable without a fireteam even with the recent changes
survival is 3v3 where you match with the same people over and over
quickplay control is a giant circle in the middle of the crucible screen
Iron Banner is 6 v 6
then why did they renamed it from Competitive to Survival? ""Ranked"", right?
"Trials is the #2 most populated activity in the game every time it's available"
and yet I get matched with 0.2 kda players every time I tried playing trials solo.
"Just because you aren't good enough to handle things solo doesn't mean other people can't."
How is that relevant? 1% of players can do that. Those who played pvp in game for several years or play 20 hours a day.
The problem are not the maps, but how they are used.
They all are designed for core 6v6 (used to be 4v4) activities with basic 3 point objectives. So far so good!
The problem comes out when they try to put those 12 men maps into profiled competitive activities (trials and survive) that have no objectives, are basically team death match and are for 3v3 ie. 6 people. When you scale down from 12 to 6 you are left with those huge open spaces, pointless line of sight blockers and etc. Javelin and Endless Vale still works for 3v3, but maps like Fragment are absolute bonkers. This changes the play style. Widows Court for example forced everyone to drop Shot Guns and HC and spam Scouts, Pulses, Bows etc. In 6v6 you can pull anything, but in Trials you are forced to stick with what the map demands. This pisses off a lot of people.
Main issue for me is that regardless of the map sizes D2 PvP offers nothing different than just "team death match" with some objectives. This is extremely boring game play that quickly gets old.