Stronghold Change List 7/10

Stronghold Change List 7/10

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Posted by: Hugh Norfolk

Hugh Norfolk

PvP Game Designer

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Hi all,
Below you can find a list of changes that have been implemented since the last Stronghold Beta. We’re especially interested in feedback on the new Mist Champion and the new overtime mechanic. Check out Stronghold during this weekend’s “Revenant and Stronghold Beta” and let us know what you think!

-Hugh and the PvP team

  • Supply
    • The way that players gather supply at the depot in the center of the map has changed.
    • Each supply pile only has a maximum of 2 supply in it at any given time.
    • Supply piles will replenish their stores after 15 seconds.
    • NOTE: There is a known issue where if player A finishes a channel while player B finishes channeling, it will cancel player B’s channel and not give them supply.
  • Stronghold trebuchet changes
    • Trebuchets will now do increased damage to Door Breakers and Archers
    • Trebuchets shots will now remove up to 25 stacks of stability from any targets they hit prior to knocking them down.
  • NPC/Champion Changes
    • Mist Champions
      • The Mist Champion system is now available in the PvP Build Menu.
      • More information on the Mist Champion system can be found in our recent blog, found here.
    • Archers
      • Archers prioritize guards
      • Archers also do increased damage to guards
      • Archers move faster
    • Guards
      • Guards prioritize Door Breakers
    • Door Breakers
      • Door Breakers prioritize doors
  • “Behind Enemy Lines”
    • Enemies inside your stronghold now have a buff on them “Behind Enemy Lines”
    • Behind Enemy Lines – Dying while in the enemy stronghold will cause you to drop 2 supply even if you don’t currently have supply
  • Overtime
    • If a game goes to time (0:00) and a lord is engaged, the game will not end. It will continue on until one of the following conditions has been met:
      • A lord is stomped
      • Both lords are out of combat
      • Overtime lasts longer than 6 (-6:00) minutes

(edited by Moderator)

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Posted by: butch.8136

butch.8136

You seem to be listening, Anet. We (me atleast) appreciate the effort. Lets see how it pans out.

Lets get this mode right!

Razor xxxx (Desolation ; Off)
Bring back: ‘Gamer’ title + MAT’s!
Throw out: Hotjoin!

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Posted by: Phil.8901

Phil.8901

Interesting changes, we need to test now

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Posted by: Poliator.7021

Poliator.7021

I have a question about the Overtime mechanic!

If enemy team is attacking your Lord, and you kill them, hence Lord is out of combat, this will end the game and it will be decided by points anyways right?

COULD they maybe get trapped inside the Lord’s room, so you can kill them all and get their 25 points of a complete team wipe?

Edit: Loving ALL the changes too it. It’s getting in the right direction! Thanks a lot for your effort.

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Posted by: manveruppd.7601

manveruppd.7601

  • Each supply pile only has a maximum of 2 supply in it at any given time.
  • Supply piles will replenish their stores after 15 seconds.

Excellent change! I’ve been asking for this since Stronghold was first shown off! Hopefully we’ll finally get some mid fights now instead of each team just rushing straight to enemy base.

  • Overtime
    • If a game goes to time (0:00) and a lord is engaged, the game will not end. It will continue on until one of the following conditions has been met:
      • A lord is stomped
      • Both lords are out of combat
      • Overtime lasts longer than 6 (-6:00) minutes

OK, that’s gonna be interesting. Makes last-ditch lord rushes a viable comeback mechanic if it works like you intend it to. We’ll see how it goes.

A bad necromancer always blames the corpse.

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Posted by: Sagat.3285

Sagat.3285

That’s the priority?

“Revenant is actual proof that devs read the necromancer forum” – Pelopidas.2140
The Dhuumfire thread

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Posted by: alemfi.5107

alemfi.5107

Apparently my post was deleted because I quoted/reprimanded someone that was giving anet a hard time. Anyways, thought I’d express my appreciation for the Behind Enemy Lines and Overtime changes.

When ground-targetted bone minion explosions become a thing, I will change this signature.- 2013
http://twitch.tv/alemfi/

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Posted by: Thiefz.3695

Thiefz.3695

Door breakers prioritize doors…classic.

Also, please edit the post to include the link to the Champ post. You forgot to link it.

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Posted by: insanemaniac.2456

insanemaniac.2456

stab strippin trabs? cool

JQ: Rikkity
head here to discuss wvw without fear of infractions

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Posted by: Flumek.9043

Flumek.9043

Without playing 1 sec:

NERF RAMPAGE.

Or best disable it like grenadier trait. Thank you

PvP guild [YUM] -apply- (EU) http://muffinspvp.shivtr.com/

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Posted by: Assic.2746

Assic.2746

I’ve got a question.
Have you ever considered spending supplies on defensive upgrades?

  • Your door guards have better shields now, which grant them +50% hp and +500toughness.
  • Your door guards are invulnerable for a first 5s of combat (while in combat; 90s cd).
  • Your guards can throw a chain and pull enemies to themselves (60s cd).
  • Build baricade on the road, which will slow down enemy NPCs (like in silverwastes).
  • Place mines in front of the doors that will deal X dmg to the enemy who will step in them (enough to one shot a door breaker).
  • Shiny armor! Enemy door breakers in range of 600 will follow you until the effect won’t end (duration: 20s). Be careful though if they manage to catch you, you will instantly die and lose your supply.

Every upgrade could be bought once.

(edited by Assic.2746)

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Posted by: MakubeC.3026

MakubeC.3026

Very exciting changes!
Let’s see how it does!

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Posted by: MakubeC.3026

MakubeC.3026

I’ve got a question.
Have you ever considered spending supplies on defensive upgrades?

  • Your door guards have better shields now, which grant them +50% hp and +500toughness.
  • Your door guards are invulnerable for a first 5s of combat (while in combat; 90s cd).
  • Your guards can throw a chain and pull enemies to themselves (60s cd).
  • Build baricade on the road, which will slow down enemy NPCs (like in silverwastes).
  • Place mines in front of the doors that will deal X dmg to the enemy who will step in them (enough to one shot a door breaker).
  • Shiny armor! Enemy door breakers in range of 600 will follow you until the effect won’t end (duration: 20s). Be careful though if they manage to catch you, you will instantly die and lose you supply.

Every upgrade could be bought once.

Just asking, because I’m the guy who usually stay at a defensive line… it’s mostly boring. You kill npcs until you won’t die in 5 vs you battle.

Nothing that empowers the NPCs is a good idea. This is PvP, not PvE. Though I could be ok with some kind of traps or something, though I’d rather not.

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Posted by: Kitta.3657

Kitta.3657

I dislike the whole concept of having a treb in there and with these changes it makes it even worse.

mouth too blunt, truth too loud

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Posted by: Chicho Gosho.6507

Chicho Gosho.6507

Grymm Svaard is locked unless you have HoT. I believe this is a bug.

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Posted by: Saiyan.1704

Saiyan.1704

I dislike the whole concept of having a treb in there and with these changes it makes it even worse.

Well the issue was that treb didn’t really put out previously. At least now a hit will do something to minions and offer some form of counterplay for players wanting to defend. Stability stripping is big.

I’m happy that Archers now prioritize Guards. Glad the Devs genuinly listen to our inquiries! Can’t wait to play the map.

aka FalseLights
Rank: Top 250 since Season 2
#5 best gerdien in wurld

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Posted by: Are.1326

Are.1326

Overtime does not work, we lost while fighting the lord at 300 vs 305. they didn’t even break our inner gate.

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Posted by: Xillllix.3485

Xillllix.3485

It’s kind of strange. On one side we can see the improvements in Stronghold, and they really do help with the flow… on the other the class balance is broken since the new trait system and the fighting isn’t as enjoyable as it used to be.

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Posted by: butch.8136

butch.8136

I’m liking the changes. Flow is better. More focus towards fights.

Razor xxxx (Desolation ; Off)
Bring back: ‘Gamer’ title + MAT’s!
Throw out: Hotjoin!

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Posted by: Duka.5864

Duka.5864

Door Breakers
Door Breakers prioritize doors! JUST LOL

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Posted by: Assic.2746

Assic.2746

Door Breakers
Door Breakers prioritize doors! JUST LOL

Last time they were going for trebs instead…

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Posted by: Siphaed.9235

Siphaed.9235

  • Overtime
    • If a game goes to time (0:00) and a lord is engaged, the game will not end. It will continue on until one of the following conditions has been met:
      • A lord is stomped
      • Both lords are out of combat
      • Overtime lasts longer than 6 (-6:00) minutes

THANK YOU!
THANK YOU!
THANK YOU!
THANK YOU!
THANK YOU!
/high_five!

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Posted by: Lexiceta.4156

Lexiceta.4156

Wait you drop supply without having supply? This seems like it could be very easily abused.

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Posted by: alemfi.5107

alemfi.5107

Wait you drop supply without having supply? This seems like it could be very easily abused.

Only while dieing in the enemy’s base.

When ground-targetted bone minion explosions become a thing, I will change this signature.- 2013
http://twitch.tv/alemfi/

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Posted by: Lexiceta.4156

Lexiceta.4156

Right the short run from their base to archer spawn easily abused, esp droping two supply you only start with one. This combined with the "stand in line " method of getting supply seems it would favor a more defensive strategy. I mean 5 competitors , 10 supply, mist hero 2 supply that 12 supply something that would take over 1.5 mins by standing in line.

(edited by Lexiceta.4156)

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Posted by: Dahkeus.8243

Dahkeus.8243

Right the short run from their base to archer spawn easily abused, esp droping two supply you only start with one.

If they’re pushing hard enough to drop a significant amount of supply, then you’re not going to be able to abuse this, lol.

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Posted by: Dahkeus.8243

Dahkeus.8243

The treb buffs are nice…but I still don’t see them as being worth using in most situations. The reason for this is their placement. It takes too long to get to them and if you want to have any chance of reaching them before enemies get there, then you pretty much have to forego the use of your supply.

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Posted by: Mysticjedi.6053

Mysticjedi.6053

Guards outside the gates could use a buff they die too easily. Same with the two elites in the lord room. Right now they’re barely speed bumps.

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Posted by: Dahkeus.8243

Dahkeus.8243

I also think there needs to be a cooldown on going through the door, similar to the teleporter on Stronghold. As it is now, defending players just run back and forth through the door to pick off guards, then hide and heal.

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Posted by: Dahkeus.8243

Dahkeus.8243

Yea, this really has to change, especially since something like a staff ele can pop out, start channeling a meteor shower, then lightning flash back through the door, which is pretty much a 100% unavoidable destruction of your NPCs.

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Posted by: NeoVid.4817

NeoVid.4817

I’ve spent the past hour or so in the Stronghold-only queue, and it’s put me in nothing but Conquest matches in all that time. I can’t even filter for Stronghold, or find the map in the game browser…

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Posted by: Aggrostemma.1703

Aggrostemma.1703

Guards are still too weak IMHO

Even if a defender shows up – at the cost of your life you can destroy them in seconds and there is no way to replace/buff them.

So far this is the only thing I don’t like in Stronghold.

#I no words have"

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Posted by: Morwath.9817

Morwath.9817

I don’t see a single reason to make weekend testing, until all class related bugs [e.g. Ranger bugs) or current lack of balance between power-condi-tanks is fixed…

…since such testing will produce false image and may lead to bad changes.

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Posted by: Duka.5864

Duka.5864

I see you made some changes,after 20 games i just don’t see them it is same as it was on first/second beta!

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Posted by: gricks.1897

gricks.1897

Did they get rid of hitting players while channeling and then the channeling gets interrupted? I could swear this was in the alst iteration, and I am not a fan of it being removed. All warriors or rangers need do is pop stab+no damage and they can just channel away and run.

There is no tactics to channeling defense if you can just ignore the other person, no real reason to secure the mist essence or supplies.

The Wrecking Krewe[NYE] – [Maguuma] Arum Bloodclaw

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Posted by: butch.8136

butch.8136

Did they get rid of hitting players while channeling and then the channeling gets interrupted? I could swear this was in the alst iteration, and I am not a fan of it being removed. All warriors or rangers need do is pop stab+no damage and they can just channel away and run.

There is no tactics to channeling defense if you can just ignore the other person, no real reason to secure the mist essence or supplies.

It was always like that. Could use some balancing. But just hitting and interrupting would be a bit too much. You’d never get heroes almost and the game would come to a standstill with bunkering the channels and ignoring the rest.

Razor xxxx (Desolation ; Off)
Bring back: ‘Gamer’ title + MAT’s!
Throw out: Hotjoin!

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Posted by: Expansive.3716

Expansive.3716

I know this isn’t the feedback thread, but this game mode is very enjoyable. It’s engaging and as long as you face a competitive opponent, then the match gets exciting.

I hope Anet develops more game modes like this.

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Posted by: Expansive.3716

Expansive.3716

Guards are still too weak IMHO

Even if a defender shows up – at the cost of your life you can destroy them in seconds and there is no way to replace/buff them.

So far this is the only thing I don’t like in Stronghold.

I agree with this assessment. The guards are a bit too weak. It shouldn’t be a situation where I or anyone else can easily wipe them within seconds.

Granted, I know that Anet want’s to find a healthy balance where the game isn’t prolonged due to players trying to whittle down the guards.

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Posted by: NeXeD.3042

NeXeD.3042

What exactly did door breakers prioritize before?

Attention Moderators I am not
S P E E D Starr #0 Necro NA or
I Am NeXeD awful d/D ele NA

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Posted by: manveruppd.7601

manveruppd.7601

Hugh, can you do something about the fact that defenders hiding inside their base can hit your NPCs by aiming AOEs at the door?

I don’t mean they’re standing on top of the walls or something, they are standing behind their gates, where the attacking players cannot see or target them, aiming their AOEs onto the gate, and whatever is directly adjacent to the the gate on the other side of it is hit too. The gates are basically permeable by aoe damage skils. This also happens in Foefire, though it’s not as big a deal there.

I just had a game where a single elementalist hiding in his lord’s room took down Grymm Svard just by aiming lava fonts at the inner gate! I think it’s pretty broken that NPCs can be taken out with no risk at all to the defending player (since they’re directly behind their own gate and can’t be hit in any way by attackers). NPCs are the only way to get into the gates, so once this becomes common knowledge heroes who need to move into melee range with the gate to hit it will become useless, and a lot more games will end up as stalemates.

A bad necromancer always blames the corpse.

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Posted by: Tim.6450

Tim.6450

What exactly did door breakers prioritize before?

I have seen them going for trebs in the past.

EverythingOP

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Posted by: Morwath.9817

Morwath.9817

→ Would be nice to have Lord HP Bar at same UI part where you see your team HP Bars.

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Posted by: butch.8136

butch.8136

-> Would be nice to have Lord HP Bar at same UI part where you see your team HP Bars.

Would be useful for foefire too. Add the mist champions there too.

Razor xxxx (Desolation ; Off)
Bring back: ‘Gamer’ title + MAT’s!
Throw out: Hotjoin!

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Posted by: Zetsumei.4975

Zetsumei.4975

Hugh, can you do something about the fact that defenders hiding inside their base can hit your NPCs by aiming AOEs at the door?

I don’t mean they’re standing on top of the walls or something, they are standing behind their gates, where the attacking players cannot see or target them, aiming their AOEs onto the gate, and whatever is directly adjacent to the the gate on the other side of it is hit too. The gates are basically permeable by aoe damage skils. This also happens in Foefire, though it’s not as big a deal there.

I just had a game where a single elementalist hiding in his lord’s room took down Grymm Svard just by aiming lava fonts at the inner gate! I think it’s pretty broken that NPCs can be taken out with no risk at all to the defending player (since they’re directly behind their own gate and can’t be hit in any way by attackers). NPCs are the only way to get into the gates, so once this becomes common knowledge heroes who need to move into melee range with the gate to hit it will become useless, and a lot more games will end up as stalemates.

It’s been in wvw for three years xD

Kurodaraku – Necromancer | Kuroshikon – Ranger
Officer of [DEX] Deus Ex Machina Eu and [Fus] Fus Ro Dâh
Ruins of Surmia

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Posted by: observer z.6725

observer z.6725

Overtime flat-out doesn’t work.

Pretty much. Every single game I’ve played it either finished with a lord stomp, or ended at 0:00. Haven’t seen an overtime kick in ever.

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Posted by: butch.8136

butch.8136

Overtime flat-out doesn’t work.

Pretty much. Every single game I’ve played it either finished with a lord stomp, or ended at 0:00. Haven’t seen an overtime kick in ever.

While I heard its bugged, it should only happen when a Lord is combat. The moment he’s out of combat you’ll win/lose based on score.

Razor xxxx (Desolation ; Off)
Bring back: ‘Gamer’ title + MAT’s!
Throw out: Hotjoin!

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Posted by: Exedore.6320

Exedore.6320

Still probably the worst PvP mode I can remember ever playing in a mmorpg.

I’ve seen worse, but it usually involved more NPCs.

Kirrena Rosenkreutz

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Posted by: observer z.6725

observer z.6725

Overtime flat-out doesn’t work.

Pretty much. Every single game I’ve played it either finished with a lord stomp, or ended at 0:00. Haven’t seen an overtime kick in ever.

While I heard its bugged, it should only happen when a Lord is combat. The moment he’s out of combat you’ll win/lose based on score.

Bug or no bug, why is it a factor in concluding a game? Just let the game run it’s natural course.

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Posted by: manveruppd.7601

manveruppd.7601

Hugh, can you do something about the fact that defenders hiding inside their base can hit your NPCs by aiming AOEs at the door?

I don’t mean they’re standing on top of the walls or something, they are standing behind their gates, where the attacking players cannot see or target them, aiming their AOEs onto the gate, and whatever is directly adjacent to the the gate on the other side of it is hit too. The gates are basically permeable by aoe damage skils. This also happens in Foefire, though it’s not as big a deal there.

I just had a game where a single elementalist hiding in his lord’s room took down Grymm Svard just by aiming lava fonts at the inner gate! I think it’s pretty broken that NPCs can be taken out with no risk at all to the defending player (since they’re directly behind their own gate and can’t be hit in any way by attackers). NPCs are the only way to get into the gates, so once this becomes common knowledge heroes who need to move into melee range with the gate to hit it will become useless, and a lot more games will end up as stalemates.

It’s been in wvw for three years xD

OK maybe it is, but it’s more important here, cause at least in WvW you can knock down a gate from further away so they can’t always kill your offense with cheese tactics like that… :P

Overtime flat-out doesn’t work.

Yeah I don’t think work for me either, had 2 matches end on score even though the lord had been engaged. In one of them we knocked down inner with only a couple of seconds to spare, so it could be that our attacks just didn’t have time to hit the lord before the timer hit 0. But in the other one the lord was DEFINITELY engaged, I was in our lord’s room at the time, and the opposing team had gotten him down to half health, but then the timer hit 0 and we won on score!

A bad necromancer always blames the corpse.

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Posted by: Phil.8901

Phil.8901

Ehm..no one noticed Nika Perma stealth is really OP? Probably is because it’s only available for Hot prepurchase but it’s really too strong imho.