I’ll keep this preamble short since overall I’ve actually been rather pleasantly surprised by Stronghold (the game mode is fun and forces a lot of fights, which I like!). Please also keep in mind the game mode is still young and I’m sure there will eventually be a more refined meta to counter some of these topics:
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For Supply, I think it would be more interesting to have supply max carry capacity increase as the time elapsed in the match increases. For example, at the start of the game, max supply capacity is 1; at 10:00, max supply capacity is 2; at 5:00 max supply capacity is 3. My main recommendation for this is the change overall doesn’t impact early strategies that are already developing/in place from the beta, but it slows the snowballing a bit that can occur if a team wipes the opposing team at the start of the map (it’s hard for groups to recover once you get put on your heels).
For the Trebuchet, at the moment it feels a little unnecessary. Teams have already begun to simply ignore mid at the start of a match and it also takes a good 15-20 seconds to get to Treb at the start of the match, whereas it takes around 5-6 seconds to get to a mid fight. I think overall this is OK, but Treb. somewhere needs to have a bit of a buff in usefulness: My suggestion here is to make the destructive terrain reveal advantages for the team using their treb. For example, in the middle of the map (at supply) there are two obstructions, one on each side, that simply need to be destroyed in order to treb mid from each side respectively. A further use here with the destructible buildings would be to not only have them remove the obstruction for treb to hit mid, but for the rubble of each building to also turn into a ramp that starts from the outside of the ring and leads up to the edge of the middle ring wall. This would give the trebbing team a bit of a buff in allowing their side to have an elevation to pick middle with (think zerk long bow ranger, nade engi, rifle war, etc).
For Stealth, I’m speaking primarily to shadow art thieves here, I think overall the game mode could use a bit of counter play to. As it stands, even when I run zerker or condi ranger with sic’ em (and I’ve even tried having reduced shouts cooldown), stopping a shadow arts thieves from annihilating all guards is impossible even with two defending as they can simply reset any time they choose, re-open on the guards, and continue to widdle them down. My suggestion here is to introduce the WvW stealth-reveal trap (perhaps they can be purchased for accumulated supply runs) or maybe an orb that spawns later in the match and gives the channeller a buff of ’true sight’ for a period of time would help here. I’m not saying this is completely broken, but it seems rather strong for the offensive lane to have a SA thief solo’ing guards without repercussion and also stealth running/escorting NPC’s.
For the Lord’s Room, at the moment I think each NPC’s numbers (health, damage, abilities, etc) are all balanced and the mechanics overall solid. In other words, a team of 5 falling back to defend their lord typically could unless the attacking team actually had spawned heroes, etc (the balance from my experience felt right in this regard). Nonetheless, I think one additional wrinkle for defending would be really cool in introducing switches that can be found in the WvW jumping puzzle and/or in AC. This again would be an accumulated cost of supply, but having spike traps pop up and/or swinging logs come down and strike the attackers (if you have the supply to support it) would make the defenders of each lane have a bit more to do than simply mow down spawning NPC’s and try to do supply runs with typically mis-timed bomber/archer spawnings since the attacking lane will usually be out of sync with the defenders in this regard.
Anyways, that’s my suggestions; let me know what you all think.