(edited by Assic.2746)
Door Breakers and their aim
Just for my clarification. I guess you are talking bout stronghold??
To be honest. To me it is a mechanic needed. Just changing the door breakers that they don’t stop for anything is imo not ok. It makes it a “rush to the boss” format.
Better would be to have some more enhanced mechanic where it is not so easy, but also not impossible to stop doorbreakers. Something that pops into my mind is to add a breakbar. Only once you applied x amount of CC (e.g. 5) the breakbar dissapears and you have a 5 second window for the treb to hit them and then they change direction to hit the treb. This makes it still possible to stop them, but not so easy as it is now.
Arise, opressed of Tyria!
They should work just like Heroes do – aim for doors just like hero aims for lord.
Both the doorbreakers and the archers need rework.
I still think the treb should be a cannon more forward on the perch that the treb is sitting on. If it was, it’d be another must kill it objective before door smashing begins assuming a player was using it (cannon = best first line of defense).
Basically, every Stronghold game is just fight middle for one/two supply, get more doorbreakers, rush usually because of hero 3 minutes in.
The doorbreakers don’t last long enough. The archers are pretty much worthless (not worth it unless you max out on doorbreakers…hah). If your team is wasting time getting supply and running to make more NPCs it is because the enemy team is playing turtle defense though and probably already lost by points alone. This usually happens because they need to kill the hero ASAP or lose. And by that time, the enemy team is positionally on the offensive.
Guards should be 3xtougher against players and just as weak to other NPCs except archers should actually be a good push mob against the lord as well (the lords new pull and spin attack ability makes the archers worthless). This could be fixed if archers actually had a defensive evade roll back ability at 50% health or something.
EDIT: If ANet wants Stronghold ending before the 15 minutes time limit with a lord kill, just respawn both the Hero points every minute at the 10-minute mark.
(edited by Artaz.3819)
There are quite a few bugs also… my match ended 310 : 310 and it ended 8s before time limit, basically 0:08. Someone can say 8s whatever. NO! We killed enemy player and we should win 315 : 310 but match ended at that time. Matches just end faster than they should.
EDIT: For me heroes should spawn only three times: one side, other side and both sides because after that the winning team always gets two heroes and the losing team can’t leave “defense line” and if you can’t leave this line you lose because of the difference in points (more heroes more points).
Also the number of treb repairs should be limited.
And to be strict and push players to defend their NPCs there should be a limit of NPC summons per minute or two. Like you can summon max 5 NPC per minute. It would be more startegy based then. Now most players brainlessly summon NPC because they have supply and if they are more “zerky” they win. Not because of skill or anything. Beacuse of swarm of zerglings.
(edited by Assic.2746)
EDIT: For me heroes should spawn only three times: one side, other side and both sides because after that the winning team always gets two heroes and the losing team can’t leave “defense line” and if you can’t leave this line you lose because of the difference in points (more heroes more points).
The reason I say spawn the hero more often (later half of match) is because it’s the only way for a turtle to turn back into an offensive push. And vice versa, if all the defending team does is turtle, then the offensive team will have the resource push to end it.
Completely agree with the OP. Door breakers and archers both go for trebs if anyone is up there and lures them, making them useless because they’re not attacking the objective they’re made to attack. This does need seriously fixed, by making door breakers only target the doors and the archers focus on guards, then people, then gates. Attacking the treb should not be part of their AI.
As to the idea that this makes the game too much about “rush the lord”, isn’t that the point of the game? Kill the lord, and defend your own to win. If this is truly going to be a pvp based gametype and not a battle between the AI, the AI needs clearly defined goals such as attacking doors, not being lured away by players and basically becoming broken.
This does need seriously fixed, by making door breakers only target the doors and the archers focus on guards, then people, then gates. Attacking the treb should not be part of their AI.
Yep. Now they probably have to attack enemies type: building/structure not players and when treb attacks them (it’s player, who uses treb but they recognize that treb attacks them not player, which is a little true), they immediately change their focus because this specific type of enemy – building/structure (a little hilarious) attacked them. They target structures only instead of doors only. At least I think so.
(edited by Assic.2746)
I found that map extremely boring in 5v5 format. This map begs to be 8v8.
I found that map extremely boring in 5v5 format. This map begs to be 8v8.
This topic is not about it. But I cannot agree, 10 players is more than enough.
I found that map extremely boring in 5v5 format. This map begs to be 8v8.
I agree. needs more people to be able to play both offense and defense.
in the current mode, once things start slanting in favor of one team, its full on turtle or lose.
I found that map extremely boring in 5v5 format. This map begs to be 8v8.
I agree. needs more people to be able to play both offense and defense.
in the current mode, once things start slanting in favor of one team, its full on turtle or lose.
The problem with more than 10 people is that you’re actually encouraging the zerg-lord-down-the-fastest strategy even more. 4v1+NPCs will become 7v1+NPCs.
Unless you make the NPCs (doorbreakers/archers/guards) more tanky against players and/or speed up the archer NPC movement, it’ll make the imbalance of YOLO all-in worse.