Seashore

KotH Seashore a3

FlipFTW

L1: Registered
Jul 12, 2020
16
21
Hi!

Played seashore quite a few times now (Maybe 4-5 times in play-tests?) and couldn't help thinking about the map and sort of brainstorming out more ideas and thoughts on the "balance adjustments". Thought I'd take the time to write out some thoughts on the forum - hopefully they drive inspiration or have a few nuggets of useful ideas.

First - lets discuss the dynamic element, there is a cycling tide moving the point up and down (and introducing a fair bit of offshore water combat). The point itself for how important it is ends up being quite awkward to play around - TF2 with its sort of "ledge-swimming" mechanic ends up for a lot of non-intuitive "bobbing".. overall it ends up leaving me with the question of how the map SIGNIFICANTLY changes around the "Water" mechanic.

I think with the tides and the floating point it feels like there is a bit of missed potential in what the water actually does!
Random Suggestions:

  • Have there be more elements that "float" to significantly change the layout of the point surroundings when the tide comes in
  • Have the tide affect mobility - have a tide "sweep" players toward the shore - can be used as a quick escape or a chase mechanic
  • Have the point "drift" - help the team that doesn't own the point by attacking it by having it drift closer to the side that could use help (expose it to the team that needs to retake it to help counterbalance rolls)

Besides that for the balance suggestions - this is a fine line to walk, personally I think the changes are a bit timid, the banners for example realistically rarely fill, usually as a result of instant killing any other half-zat player, so making them charge faster is relatively non-consequential.

I would be tempted to make it fill in as little as 2 hits (100 damage), even if this resulted in more people using banners, I feel it would be a welcome change over the demoknight-meta...

More aggressive changes like this would be interesting, but I suppose there is a risk of having the balance changes overshadow your actual map!
Feel free to reach out to me for more balancing discussion or to elaborate or clarify any of the above. I hope you continue to develop the map and I'm excited to see how it lands!

Best of luck - Flip