Which out of these is the "best" guild hall
SarothinForums
I know they can be changed but I'm trying to decide between Wizard's, Frozen, Burning, and Imperial. I like certain things about all of them and out of the list burning is probably my least favorite but if there are lots of advantages I might be interested. From what I hear Wizard's isn't good at all but I do like the look of it. For GvG I heard frozen is best out of those and I do intent to GvG but how much of a difference does it make? Basically if you could put your inputs on each and general advantages/disadvantages in your own opinions in all aspects not just GvG. Thanks.
Rhamia Darigaz
Frozen because BYOB is fun
Tearmaker
Imperial because all the NPCs are close together
Wyndy
Having the NPC's close together is a must
Eddie Frenzy Spam
By the sounds of it you're just starting out with GvG. In which case I would not recommend frozen. Frozen is considered a good PvP map primarily because of the tactical depth of the map. Be warned, it is not very noob friendly.
Imperial is a kind a middle ground between wizards and frozen, it allows for split play but does not overly encourage it, like frozen does. This will allow you to be able to comfortably grasp and play out the different tactics involved in 8v8 and split play without being forced to play one or the other. The stand is very open and free from obstacles, so really does provide excellent practice in field awareness without the field ending up to cluttered. The map also includes a few teleports and side routes which allow for the split play should you ever want to practice playing these types of builds without changing your hall to something like frozen.
Wizards is more of an 8v8 map than frozen or imperial, although still allowing for splits, countering them is a lot easier due to simplicity of the map. The stand is quite small though and can become a bit cluttered so if your field awareness isn't very good it may not be the best map to learn what is going on.
Burning is even more of an 8v8 map and really punishes you if you're not smart about how you push and fall back, due to the lava pits which inflict burning and cripple, so as you can imagine, if your team is taking heavy pressure and you fall back through the fire due to inexperience, the other team will very easily wipe you. Split options here are extremely limited as the only split route contains 2 large lava pits and several high level ele sentinals.
I would refrain from choosing a Guild Hall based on looks if you are planning to GvG but saying that, no one map is really worse than another, it just depends on how comfortable you are dealing with the different types of builds and knowing how to best adapt you're strategies/builds to the maps you are playing on.
Imperial is a kind a middle ground between wizards and frozen, it allows for split play but does not overly encourage it, like frozen does. This will allow you to be able to comfortably grasp and play out the different tactics involved in 8v8 and split play without being forced to play one or the other. The stand is very open and free from obstacles, so really does provide excellent practice in field awareness without the field ending up to cluttered. The map also includes a few teleports and side routes which allow for the split play should you ever want to practice playing these types of builds without changing your hall to something like frozen.
Wizards is more of an 8v8 map than frozen or imperial, although still allowing for splits, countering them is a lot easier due to simplicity of the map. The stand is quite small though and can become a bit cluttered so if your field awareness isn't very good it may not be the best map to learn what is going on.
Burning is even more of an 8v8 map and really punishes you if you're not smart about how you push and fall back, due to the lava pits which inflict burning and cripple, so as you can imagine, if your team is taking heavy pressure and you fall back through the fire due to inexperience, the other team will very easily wipe you. Split options here are extremely limited as the only split route contains 2 large lava pits and several high level ele sentinals.
I would refrain from choosing a Guild Hall based on looks if you are planning to GvG but saying that, no one map is really worse than another, it just depends on how comfortable you are dealing with the different types of builds and knowing how to best adapt you're strategies/builds to the maps you are playing on.