Currently, those who are faster or and have higher damage output have an advantage.
There are 2 definetly running map, 1 less runnable but you can still run out of the game with more damage, 1 open.
I asked in insta they told me that the chances are 25% for all maps has the same chance so lets see
Last 3 weeks i wrote down, the maps how i got them:
Week 1 80 games
28 - Fountain
22 - Garargoly
19 - 4 pillars
11 - Open
Week 2 80 games
26 - Fountain
22 -4 Pillars
17- Gargoly
15- Open
Week 3 79 games ( I played 1 less game)
27 - Fountain
25 - Gargoly
19 - 4 pillars
8 - Open
From the above, we can see that I received disproportionately more from one map and less from another. However the fountain which is considered not that runnable but still you can run out games by dmg, is the most all the time and the fully open is the least what i got.
Lets count by 3 weeks avarage map (i count all 3 weeks same map divided by 3, and count percentage)
Running out maps: 51,6%
Barely Running out maps: 33,5%
Open 14,1 %
Conclusion: As I wrote, the advantage lies overwhelmingly with those who are or/and faster or/and deal more damage, and this map balance doesn't help at all.
Also doesnt mention that today i played 3 open map against 3 titan while the running out map 7 times and in 5 games, they ran out of by dmg.
This is map-based meta bias, not player skill.
So slower classes control are punished twice:
Fewer open maps
More games ending via run-out instead of engagement
That’s textbook systemic imbalance.
So it's time for a map balance reform:
I have more in mind but if we could apply just this 3 it would help a lot :
1. True 25% Distribution
2. Map repetition protection
3. Anti-stall scaling
1. Fix the map distribution first
Hard-lock true equal probability Each map = 25%, actually enforced
2. rotation protection system:
No map can appear more than 2× in a row
Open map guaranteed at least once every X games (e.g. every 6–8)
3.Anti-Stall scaling
We need an anti-stalling solution that doesn't nerf the chars balance, but subtly increases the risk of prolonged engagement, encouraging players to seek victory rather than running out the time.As I see it, there are two ways to do this. Either with positive buff or negative buff.
Negative: there are possibilitis to either coldown nerf or speed decay.
If a player keeps max distance too long Movement speed decays slightly Or dash cooldowns increase.
It will become even more "invisible" if it is only active on runnable maps, it only starts in mid/late game, it only stacks if there is really no interaction
This way the beginning of the game remains untouched , skilles kiting remains, time-waste disappears.
Positive: engagement momentum buff, tiny chase-speed assist after 30s disengage,disappears after the first hit.
There is the possibility for both way to only apply it on the 2 running maps , and after like 2,5 minutes or 3 minutes.
There are 2 definetly running map, 1 less runnable but you can still run out of the game with more damage, 1 open.
I asked in insta they told me that the chances are 25% for all maps has the same chance so lets see
Last 3 weeks i wrote down, the maps how i got them:
Week 1 80 games
28 - Fountain
22 - Garargoly
19 - 4 pillars
11 - Open
Week 2 80 games
26 - Fountain
22 -4 Pillars
17- Gargoly
15- Open
Week 3 79 games ( I played 1 less game)
27 - Fountain
25 - Gargoly
19 - 4 pillars
8 - Open
From the above, we can see that I received disproportionately more from one map and less from another. However the fountain which is considered not that runnable but still you can run out games by dmg, is the most all the time and the fully open is the least what i got.
Lets count by 3 weeks avarage map (i count all 3 weeks same map divided by 3, and count percentage)
Running out maps: 51,6%
Barely Running out maps: 33,5%
Open 14,1 %
Conclusion: As I wrote, the advantage lies overwhelmingly with those who are or/and faster or/and deal more damage, and this map balance doesn't help at all.
Also doesnt mention that today i played 3 open map against 3 titan while the running out map 7 times and in 5 games, they ran out of by dmg.
This is map-based meta bias, not player skill.
So slower classes control are punished twice:
Fewer open maps
More games ending via run-out instead of engagement
That’s textbook systemic imbalance.
So it's time for a map balance reform:
I have more in mind but if we could apply just this 3 it would help a lot :
1. True 25% Distribution
2. Map repetition protection
3. Anti-stall scaling
1. Fix the map distribution first
Hard-lock true equal probability Each map = 25%, actually enforced
2. rotation protection system:
No map can appear more than 2× in a row
Open map guaranteed at least once every X games (e.g. every 6–8)
3.Anti-Stall scaling
We need an anti-stalling solution that doesn't nerf the chars balance, but subtly increases the risk of prolonged engagement, encouraging players to seek victory rather than running out the time.As I see it, there are two ways to do this. Either with positive buff or negative buff.
Negative: there are possibilitis to either coldown nerf or speed decay.
If a player keeps max distance too long Movement speed decays slightly Or dash cooldowns increase.
It will become even more "invisible" if it is only active on runnable maps, it only starts in mid/late game, it only stacks if there is really no interaction
This way the beginning of the game remains untouched , skilles kiting remains, time-waste disappears.
Positive: engagement momentum buff, tiny chase-speed assist after 30s disengage,disappears after the first hit.
There is the possibility for both way to only apply it on the 2 running maps , and after like 2,5 minutes or 3 minutes.