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12player maps


Radiante

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So, today, 15th of december/2024, i had literally spent my whole day trying to get one (01) match of Ascension, today's map of the game

Spent hours and hours in queue. Literally about 5 hours checking my screen all the time to see if any progress in match queue was made.

And, on top of that, just lost a 69 day streak of map-of-the-day, was one short of getting another Rebirth booster. 

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I always thought, breaking the streak has no impact. Next time you do the daily, it'll be day 70. You don't have to force it ^^ Or am I getting something wrong here? Regarding 12player maps as map of the day: I really appreciate that, because outside of MOTD there's almost a zero % chance to get a group running - at least outside the rush hours.

well, dunno. Just wanted to offer some consolation

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For Passage to Darkness it is usually not too hard to find a group, as it is probably the easiest expert map in the game and gives lots of gold.

For Ascension it can be difficult though, as this map can be quite unforgiving on expert if people on maps 1 and 2 fail their tasks. And on standard and advanced difficulties people usually don't play it, as the rewards are too low.

In general for 12p maps, it is always helpful to look for more people to play in the /lfg chat or the looking-for-group channel on Discord.

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11 hours ago, Radiante said:

So, today, 15th of december/2024, i had literally spent my whole day trying to get one (01) match of Ascension, today's map of the game

Spent hours and hours in queue. Literally about 5 hours checking my screen all the time to see if any progress in match queue was made.

And, on top of that, just lost a 69 day streak of map-of-the-day, was one short of getting another Rebirth booster. 

I had no issue finding players for that map yesterday, I played it 5 times (to help others of course) between 2 PM & 7 PM (GM - 0). It's true that being sunday it helped, and I don't know where you are (time zone) but I didn't had too much difficulties yesterday.

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We are aware of the issues with Ascension, which is also why a question about it was included in our survey. Besides general improvements to the map, one option we are considering is splitting it up to 4 player maps instead. It would remove the uniqueness of 12 player maps, but solve the matchmaking issue at least somewhat. Please share your opinion on the matter in the survey as well. 

image.png

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3 hours ago, Metagross31 said:

For Passage to Darkness it is usually not too hard to find a group, as it is probably the easiest expert map in the game and gives lots of gold.

For Ascension it can be difficult though, as this map can be quite unforgiving on expert if people on maps 1 and 2 fail their tasks. And on standard and advanced difficulties people usually don't play it, as the rewards are too low.

In general for 12p maps, it is always helpful to look for more people to play in the /lfg chat or the looking-for-group channel on Discord.

Yeah, i know. Was trying both expert and advanced difficulty.

And was posting in /lfg all the time, just not spamming but "the word was out there"

40 minutes ago, This Is Halloween_2 said:

I had no issue finding players for that map yesterday, I played it 5 times (to help others of course) between 2 PM & 7 PM (GM - 0). It's true that being sunday it helped, and I don't know where you are (time zone) but I didn't had too much difficulties yesterday.

Im in Brazil, at GM - 3, and i was trying from 6pm to 11 pm.

In the end we got a match with 2 players in each map but got stuck at viridya screaming "the giant king shall fall" - from our survey because map 3 didnt had at least 1 player in each side, both were on the same side.

But then some good minutes later we got another group and got it.

4 minutes ago, Majora said:

We are aware of the issues with Ascension, which is also why a question about it was included in our survey. Besides general improvements to the map, one option we are considering is splitting it up to 4 player maps instead. It would remove the uniqueness of 12 player maps, but solve the matchmaking issue at least somewhat. Please share your opinion on the matter in the survey as well. 

image.png

Yeah, im aware! Already took and shared my thoughts. Thanks! 

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2 hours ago, Radiante said:

Im in Brazil, at GM - 3, and i was trying from 6pm to 11 pm.

You shoud find enough EU players between 5 & 7:30 / 8 PM. But past that, it's true things can be more difficult.

 

1 hour ago, Majora said:

The Giant King Shall Fall on loop is one of the fixes we would like to implement, as well as some other quality of life things (regardless of what is going to happen with the 12p or 4p setup)

Outside of that bug (& the demons attack being useless in case of a map split), map 3 is "alright".


It's map 2 that is more problematic (the stopping viridya goal makes no sense, you can't kill her & not everything can cc her. Delaying her or making her stuck is not intuitive, I think the goal should be to kill her).

Map 1 has some problems that can be solved rather easily :

switch 3 energy parasite waves for 1 parasite swarm or  2 mana wings (to make AA def easier & avoid forcing players to use MoK). Ground assault can be buffed though.

- remove some living towers around players T2 to make push a bit easier (& avoid forcing players to nature T1)

- add 1 or 2 windrunners (or amazon) to centre waves when they start to grow (I think it's around 8-10mn mark) to avoid manawings defense spam

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8 hours ago, This Is Halloween_2 said:

You shoud find enough EU players between 5 & 7:30 / 8 PM. But past that, it's true things can be more difficult.

 

Outside of that bug (& the demons attack being useless in case of a map split), map 3 is "alright".


It's map 2 that is more problematic (the stopping viridya goal makes no sense, you can't kill her & not everything can cc her. Delaying her or making her stuck is not intuitive, I think the goal should be to kill her).

Map 1 has some problems that can be solved rather easily :

switch 3 energy parasite waves for 1 parasite swarm or  2 mana wings (to make AA def easier & avoid forcing players to use MoK). Ground assault can be buffed though.

- remove some living towers around players T2 to make push a bit easier (& avoid forcing players to nature T1)

- add 1 or 2 windrunners (or amazon) to centre waves when they start to grow (I think it's around 8-10mn mark) to avoid manawings defense spam

We are aware of these issues, and there are more fixes planned. I'm not sure what's currently considered final, so we will share the details on a later date, but more CC impacting Viridya was one of the things being worked on. 

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