I haven't had to many games on this map but like a lot of people, my first impressions with this map are not positive. I'm hoping to use this as away to set up dialogue with other players on how they feel about this map, potential map strats and what not. Though I want to start with the things I think this map did good with.



The Good

Visually as a map it is very appealing to look at and the way the merc camps are designed for this map I think adds a cool twist to this game. Being a small map means their are a lot of opportunities to just fight constantly which can be fun for some players, in fact the way the map is laid out could work well as a brawl....



The Bad

Yea lets get to the bad, the map feels like a shorter Blackheart's Bay, just constant snowballing. The moment one team gets the lead on talents the game feels over, having 7 health to start makes these games really short, only had one game where it went to 20 cause my team thought it was a funny idea to drag on the game and keep slapping around weaker players.... yea not cool but getting back on track. While I like how the map tries to shake it up by making players think about how to divide themselves between defending and attacking, I don't think this map does a good job on creating the payload feel Overwatch has. Granted I haven't played a lot of Overwatch so I'm not one to judge that well but from what I seen, its this idea of being a constant tug of war from what I gather (someone can correct me on this and please do).



Final Thoughts

I dunno what the fixes for this map are but I really do not want to have to play this map when its out on live, it is going to ruin a lot of player's hero league experience team league matches and unranked games. I didn't mention quick match cause I think it works fine for a quick match map cause of how odd and hectic this map is with just lots of fighting. If this map was used as a brawl map, I think it would be fine to play as a side thing to do with this game. The map ends fast and lots of players are looking for fast games when they hit up brawl. What I don't like about this map is how very little is actually done on this map, while the objective is used to win the game, the objective forces players in this position where they are constantly fighting like it or not. Towers of Doom is a slight exception to this rule but the way I always viewed objectives in this game is a means to an end cause the end goal is the other core to hit zero. This map in its early meta doesn't feel like it offers any ways players can make compromises to losing an objective. Granted it is like I said, it is early, I'm just hoping that the map in the long run does offer some complexities and other cool ways to play the map but just like Blackheart's bay, it is a snowball map where the only way for the other team to lose is to make a critical mistake. Granted these are my initial impressions of the map, maybe it will change when it goes live and more players are playing the map and the skill levels are not as jumbled up.



