Runs from DRG LB and gets miniaturized, MNK knockback into tatami mat and stunned, flipped, survived! Watch him run to the crystal to prevent overtime loss and get 1-shotted by robot zantetsuken. Rank up, win streak. Top 100.

Runs from DRG LB and gets miniaturized, MNK knockback into tatami mat and stunned, flipped, survived! Watch him run to the crystal to prevent overtime loss and get 1-shotted by robot zantetsuken. Rank up, win streak. Top 100.
Mini definitely lasts *way* too long. It should be maybe 5 sec at the absolute most, probably just 3. It's way too potent of a debuff for it to last like... what, 12 sec? Absurd.
They are trying to catter to the PVE players..you know the one that say " its just pvp " yeah those, the one who dont care whatsoever about pvp, yep


I'm still just getting used to this map and it's confusing a lot. It was supposed to be fun, but it really is just too much. However, the visual design is really beautiful.




I agree that the map is extremely overwhelming for first timers (it wrecked me until I got used to it, which honestly doesn't require that many games), and that there is too many gimmicks crammed into one map. I do think they could have gotten rid of the two clockwork mammets that bring very little to the map overall. The doors, mats and coins are already a good package to have fun with.
The layout is top tier, I really like it because it offers possibilities for both ranged and melee to shine (where C9 had too little for melee and ranged to dodge fire, and Volcano too much for casters to have a good time). Unlike Palaistra the layout also offers more ways to sneak around and overall turn everything upside down, which can be fun.
I do however think that the front hidden door trick is proving problematic because for some reason everybody rushes through that one in particular, which is literally a mega death trap for the opener of the games there. The place where you end up is literally the worst place you'd want to be when a game starts. And I'm not even speaking of games where some players decide to go through the side door, the rest through the front door, and you're left with a recipe for disaster. Maybe it's not the fault of the map design per se, and more of a player issue, but I do believe that if players keep doing something bad it has at least to be because the design is enticing them to take the wrong choices.
The new map is awesome. Tons of opportunities for really fun plays using the mats/robots/doors. I hope more maps are like this in the future.
This has been my only point of frustration with the map thus far, and it's entirely a player issue. Everyone wants to rush through that door then stand around staring at the walls until they get flanked and die. For anyone who does this, please stop.I do however think that the front hidden door trick is proving problematic because for some reason everybody rushes through that one in particular, which is literally a mega death trap for the opener of the games there. The place where you end up is literally the worst place you'd want to be when a game starts. And I'm not even speaking of games where some players decide to go through the side door, the rest through the front door, and you're left with a recipe for disaster.
Yeah the front hidden door is a really bad choice at the start of the game. Not only do you spawn in a corner with your camera jammed against the wall, from that position you can be flanked from the left by enemies taking the side door to their checkpoint, and from the right by enemies approaching from the crystal. You're funneling yourself into a deathtrap.
Unless you're going for some fancy play or a ninja trying to sneak around to the backline, the side door that goes to your checkpoint is a much better option. It puts you a safe position that can't be easily flanked, and you're the one that gets to gank any opposing players who were foolish enough to use their forward door. It even conveniently lights up the wall to inform you of incoming victims.
That said overall I'm pleased with the design of this map too.
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