My feedback for the Champion’s Dusk stronghold map, and the stronghold gamemode in general. Feel free to post your own feedback and discuss.
I’ll start off by saying I don’t quite see why you guys over at Anet decided to focus on a gamemode like this. In my opinion there’s plenty of other gamemodes that would fit your combat system far better than what you’re working on now.
That said my first impression is it works better than conquest (which says more about how conquest meshes with your combat system than about stronghold) and if you really want to continue with a gamemode like this, here’s some points I think need improving.
The map feels very very tiny. I had hoped pushing lanes would be a considerable effort, but they’re just so very short. The whole map makes me feel claustrophobic, especially with how much is going on at once.
There’s too much going on at once. There’s only 5 players per team, you’re spread very thin if you need to push a lane, defend a lane, move supplies and man the treb all at once. Streamline things and put some stuff on auto pilot, have your minions spawn at regular interval and eat from a supply pool while it is available and make the treb auto fire on its lane or something. To go with the supply change you could make mid supplies spawn sporadically rather than be available at all times.
The guards are very very weak and die to a player in a matter of seconds. Coupled with the fact that once they’re dead, they’re dead (make them revivable) and lanes are so short pushing a lane really is a breeze. Feels like the game only really begins once inner gates are down. Adding another 0 to the guards’ health should be a step in the right direction, maybe make them deal increased damage against players so you actually need minions to tank some.
I don’t get why there needs to be two lanes next to each other. Feels like you took the Dota lane concept and changed it, going out of your way to avoid player conflict. A single lane with minions coming from both sides is just better imo, and would encourage less rush tactics and more player vs player.
Glass cannons are unreasonably strong in this gamemode. If a glass cannon encounters a player who is not a glass cannon, it is very easy for that player to simply ignore the other player and rush down their npcs while the other guy can do very little to really stop them. The whole idea of throwing npcs next to players in a pvp environment just wasn’t thought through looks to me. Tanky builds are all but useless since you can’t do much to protect your npcs. Don’t bring pve’s zerker meta into pvp please.
Overall if I can be perfectly honest if I wanted to play a Dota like map I would play one of the many dotalike mobas out there right now, rather than play this half baked clone, pardon the language. You have a unique combat system, find a gamemode that meshes with it and go from there is my best advice.