just vibing and actually liking Volcanic Heart, favourite map
Can see how you guys feel about stage hazards, but at least in case of VH you don't have to hit the chocobo feather, use Guard or get hit for 30000 dmg, you can actually use the arena to your advantage both defensively and offensively. You are less likely being chased down if Bomb lines come crashing down your lane, however standing in these lines makes you highly vulnerable to aftereffects of hard CC (Stun, Sleep, Bind, Charmed), at least that is how I see it.
Regarding the argument about walls, I'd argue walls are a massively necessary evil in PvP, especially since they shortened the average time to kill with the 6.1 PvP overhaul. However, I could argue that the position of the speedlane walls make for some nice coddling.
Conversely, mid point + transition from 2nd to final point on Cloud9 are open space nightmares, wanting either team to effectively avoid confrontation until the crystal sits in a location with at least one favourable wall to play around.
Here an awfully simplistic birdseye view made in paint, highlighting the combat zones being a heaven for passive players since engaging into these zones tends to require either a LOT of resources (premature Guard to bait for example) or a lot of commitment from your whole team to make a push work, generally only seen in higher levels of play.
Here is what I'd do to the map to break the horrible midpoint footsie battle stalemate and making approaching the enemy less of a ballache.
- purple = new walls
- healthpack locations adjusted
- if neither 2nd point is captured, then the wind pad will lead to a location closer to mid, but as an alternative route to break stalemates, but with a weakness of being somewhat in the open
Goal of the triangular elements on mid is to reduce how much you can coddle safely in a corner, the additional wall along travel path both serves as protection for attackers against people who hang around bridge but also for defenders who need a shorter distance to a wall for defensive purposes.
Pillars added on 2nd -> Last to give an alternative route to approach the crystal without standing completely in the open.
Healthpack locations for 2nd -> are adjusted to be more accessible to either side, for middle it is a replacement due to the added triangles blocking the deep corners.
Feel free to criticise btw, I want to learn / get better at map design for PvP purposes outside of FFXIV, so input (with reasoning to "why") is highly appreciated.