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:
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.
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.
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/
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.
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.
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
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.
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.
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.
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.
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.
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…
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.
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.
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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.
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.
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.
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
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Ruins of Surmia
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
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!