Stronghold Change List 7/10
Keep the threads positive, and keep them constructive so I can report more of your guys ideas. Who knows, maybe your idea may be the next implemented
2015-2016
Fort Aspenwood
Guardians shouldn’t be able to channel mist essence while immune from Renewed Focus. Please adjust to fix this. Thanks.
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.
Why? Because timer matches are the worst thing ever. Even in conquest where it happens less often. In stronghold though it happens a lot more. Its the most anti-climatic thing ever.
Bring back: ‘Gamer’ title + MAT’s!
Throw out: Hotjoin!
imo you should try to increase the player cap cos it feels like im just fighting npcs or running from point to point guiding npcs…. the map feels to big and there is to much things to do for just 5 ppl…
It feels like the map needs a big remake to make the pvp community satisfied… dont even see ppl streaming it…
I like the idea with the lords but the rest is to “mush”… to bee honest a bigger legacy of the foefire with only mid point and buffed lords feels better…
I feel that there’s improvement in the fighting departement. There’s a lot more fighting than in previous iterations because of the changes to supply.
Bring back: ‘Gamer’ title + MAT’s!
Throw out: Hotjoin!
wow, the changes are actually pretty good and go in the right direction, which is IMHO:
- Less running
- more teamfighting
- more incentive to defend
- overall stronger NPC’s
BUT – it’s still not enough…. nowhere near enough!
NPC’s still die way too fast, archers are still useless and there is still too much running involved when getting supply.
Also, the overtime-function is kinda dumb…. you basically just added a few mins to the timer. GW1 did it right with the added DPS-bonus, which forced a quick conclusion with lots of excitement instead of just ending the game abruptly.
How about you just open the floodgates in overtime and NPC’s spawn like crazy and mist essence’s spawn the whole time? Maybe also let the mist champions get a bit stronger etc.
I’d also rework the middle to make running less important. I still think a set amount of archers/db’s should spawn automatically to make fights at the 2 strongholds more important. Right now, 3 points of contestion (AND the treb and mist-essence occasionally) are too much for a 5-man team: When I was defending the base, I was just alone for most of the game.
I really love how defending is more important now because of the supply-drops – really good Idea. It’s also a possibility for comebacks, so I really like this one.
TL:DR: The changes are very good, but too little: still too much running around, NPC’s are too weak (except DB’s) and too few teamfights because the team is drawn out over too many objectives. (atk-lane, defense-lane, middle, supply-running, treb, mist-essence).
I am wondering if it is intentional that the treb can not shoot at the hero’s channeling spot? The shots explode in mid air as if they would hit an invisible wall.
Still keeps a volume of Kurzick poems ;)
My only issue with it is unless you procrastinate you can finish the match fast. I’ve done it with 3 pugs on my team with in 3min & 7sec.
My only issue with it is unless you procrastinate you can finish the match fast. I’ve done it with 3 pugs on my team with in 3min & 7sec.
After the last beta I feel like the ‘Rush’ strategy has gotten noticed, and subsequently countered pretty well. Personally I have seen a few guild groups try the strategy (which causes their own gates to get punished as well) only for them to wipe in the lord’s room to the NPCs and to 2-3 defenders. That in turn gets everyone there full supply to cause a massive NPC push that in the end, loses them the game.
Overall the mode is much better than before however…
- The doors could have a little bit more life to help stretch the games a bit more. My games ranged roughly between 6-9 minutes long, whereas Conquest maps typically go for around 10 minutes in a close matchup.
- Archers need to have a smaller leash to their lanes, I still see them go run over to the individual on the treb rather than press the lane to get the guards.
Putting Perspective on Zerg Sizes since 2012. Common Suffixes for 40+ include ~Zilla and ~Train
“Seriously, just dodge.”
After the last beta I feel like the ‘Rush’ strategy has gotten noticed, and subsequently countered pretty well. Personally I have seen a few guild groups try the strategy (which causes their own gates to get punished as well) only for them to wipe in the lord’s room to the NPCs and to 2-3 defenders. That in turn gets everyone there full supply to cause a massive NPC push that in the end, loses them the game.
Doesn’t matter if both gates are down. By the time the defenders spend the supply, the attackers are almost back to the lord. By the time the summoned NPCs make it to the other lord, the defenders’ lord is dead.
After the last beta I feel like the ‘Rush’ strategy has gotten noticed, and subsequently countered pretty well. Personally I have seen a few guild groups try the strategy (which causes their own gates to get punished as well) only for them to wipe in the lord’s room to the NPCs and to 2-3 defenders. That in turn gets everyone there full supply to cause a massive NPC push that in the end, loses them the game.
Doesn’t matter if both gates are down. By the time the defenders spend the supply, the attackers are almost back to the lord. By the time the summoned NPCs make it to the other lord, the defenders’ lord is dead.
Like i said on this patch, was done in 3min7sec… & yes both teams could rush it at the same time. End result would be who’s the fastest to kill lord. & to be honest, the rush issue has maybe bin work at, but in my opinion, needs more tweaking. thk God it’s only on the beta stage atm.
A hero bugged out when both of ’em appeared on the map. I dueled an engi there and the channel just disappeared but it remained visible on the minimap.
I feel like there should be a change with the channel. Too many times you can just get the channel without it being denied. On the other hand interrupt on hit wouldn’t be good either.
Bring back: ‘Gamer’ title + MAT’s!
Throw out: Hotjoin!
Last time I was here I played guardian Tank/Suport. now Im back and i have played more with my thief, now that feels a bit more fun but i still feel like my main focus is killing npcs, for example the gate guards. and I still feel the lack of team fights..
An idea I have is, there is only one champion spawn thingi which is in the middle, and the only way to get supply is by killing other players? or killing ppl spawns Door Breakers for you? ( just brainstorming.)
(edited by MeggaMan.4581)
I have to say that it’s been a pleasure playing Stronghold most of this weekend. It feels like you can build a strategy that favors any team composition. We’ve won matches zerg rushing with five in the offensive lane. We’ve won matches bunkering with four in the defensive lane. We’ve won matches with two to each lane, with a thief or mesmer floating or on treb.
And unlike previous beta tests, it feels like come from behind victories are much more possible with the new traits and utilities. Elixir X, Rampage, and Feel My Wrath are such tide-turners, and the need for skillful plays is a lot more evident now, especially around hero spawns.
I could be more specific, but I really can’t wait to play more of it.
Can developers take care of thieves. They are so hilarious.
I see always the majority of the action between 2 lanes, champions spawn and keeps. The fact now enemies can drop supplies inside the keep, it gives to team the chance to counter attack without take supplies in the middle camp.
It’s a good move for defense because it promotes defense better but there is always a problem with the middle center supplies.
I think middle camp should be different i dunno how but in this state is not really good like fight/stop enemies in other places.
(edited by MarkPhilips.5169)
So far, all I can say is that this map is super fun and truly different!
-Only major problem I’ve encountered so far is defenders using aoe on gate to kill doorbreakers without having any fear of being caught. I played quite a few times already and this is becoming more and more obvious… people catch up quick to exploit/easy defense such as this. Doorbreakers simply can’t understand that big red circle will be their doom and they go for it only to die before dropping their bombs.
-Maybe give doorbreakers a small range so they don’t get caught into the aoe from defenders inside the gate? Or try to make it so aoe from inside the gate won’t affect door breakers?
Apart from that, awesome game mode <3
Still significant game lag when entering areas around lord’s room. Doesn’t seem to be elsewhere, just at that inner area.
De Mortuis Nil Nisi Bonum.
Other thing, pls fix the terrain, there are too many “no sense” no valid path (like many times in front of you at the same level)
Well I must say – this is the first beta I have played Stronghold and I love it.
Took me about 2 or 3 games to get to grips with roles and tactics, and of course it’s still early days so learning new things but it is such a breath of fresh air compared to conquest and the pacing of a match is great.
I also love that I can run builds that might be weak in conquest teamfights, but are actually great in Stronghold. It feels more like very fast paced wvw roaming with a few npcs not uncommon when fighting around camps.
I was sceptical about this mode, but well done Anet – fantastic addition to the game. Now all we need are more maps and scenarios to play in the future.
I hope we are able to have a couple more strong hold maps before the year is over with.
2015-2016
Fort Aspenwood
It would be nice if you could use supplies to repair doors by a small amount. This would really help with the defense aspect when enemy players drop supplies. Or if you could use them to spawn more guards at the gates.
I hope we are able to have a couple more strong hold maps before the year is over with.
We don’t need more maps, we need a solid game mode with people play it.
More maps are low priority in this state
I hope we are able to have a couple more strong hold maps before the year is over with.
We don’t need more maps, we need a solid game mode with people play it.
More maps are low priority in this state
I wouldn’t say Stronghold is in a bad state at the moment. They need to fix the Overtime bug, maybe add some more comeback mechanic like the double supply drop when you kill them on base (I feel that it will maybe get nerfed… don’t ask me why), and, the next critical issue with Stronghold, Archers. Address them somehow.
It can be argued that Guards are weak and all, but I guess that the solution for Archers may come in line with the solution for Guards.
So, in my opinion, they should be thinking already on doing more maps (which I’m sure they are already working on more maps), learning on the mistakes with this map while they nail down the core of the game mode.
After only playing Stronghold all weekend, I will say I definitely enjoy it. It allows inconsequential use of mobility options on engie like rocket boots and elixir 4 in order to get around and more importantly return to a neutral standpoint in battle.
In regards to some things i found troublesome is that Archers are still not very useful in my opinion. Everything the archers can do, most players split up and take care of much faster. My solution is to allow summoning archers to be used more defensively than offensive. Having some npcs that can still slow down the enemy even when the gates go down and guards, Archers on the defending side can still be of use.
One thing I noticed in the few games I played, was that possibly there should be some way to instantly, or perhaps safely, travel to your Lord’s room from your spawn point if the inner gate is destroyed. I noticed that the few times I was trying to get to my Lord’s room, while enroute I would get downed before I could get inside. Maybe a back road from spawn or a portal that appears after the gate is destroyed.
Restore that which was lost. And all shall be as one.”
After only playing Stronghold all weekend, I will say I definitely enjoy it. It allows inconsequential use of mobility options on engie like rocket boots and elixir 4 in order to get around and more importantly return to a neutral standpoint in battle.
In regards to some things i found troublesome is that Archers are still not very useful in my opinion. Everything the archers can do, most players split up and take care of much faster. My solution is to allow summoning archers to be used more defensively than offensive. Having some npcs that can still slow down the enemy even when the gates go down and guards, Archers on the defending side can still be of use.
This is a good idea.
Miranda Zero – Ele / Twitch Zero – Mes / Chargrin Soulboom – Engi
Aliera Zero – Guardian / Reaver Zero – Necro
They should increase the timer to 25 minutes, this allows good teams to finish early while minimizing the chances of equally skilled teams to run out of time. 25 minutes, If no lord is dead, overtime 5 minutes. Lowest HP wins.
I don’t remember off the top of my head, but they should increase respawn timer the longer the game progresses. Because when you are defending your lord, if you die you can quickly return to fight. Teams should be rewarded for outplaying the defending team.
A hero bugged out when both of ’em appeared on the map. I dueled an engi there and the channel just disappeared but it remained visible on the minimap.
I feel like there should be a change with the channel. Too many times you can just get the channel without it being denied. On the other hand interrupt on hit wouldn’t be good either.
They could use a system similar to the new defiance where Channeling breaks after 2 to 3 CC hits and any skill use during or after channeling begins cancels the process. This means certain classes will not have more of an advantage in channeling.
Here are the changes that I’d like to see to the next test.
1. Channeling a hero should be interrupted by damage, not just cc
2. Players should not be able to channel while in an invulnerable state.
3. Eles in the down state should not be allowed to run through their base portal
Beyond that, this beta was definitely more fun than the previous one.
First off, thanks for a weekend of Stronghold for testing.
There needs to be more team and player points awarded to defending else you end with he who attacks more wins, and since attacking will ultimately win. This reduces the value to defending down to vanity. A large number of the player base will opt to attack only as seen in each beta. This new beta did not change that. Also considering the individual scoring you are encouraging people to only attack. You do not want to associate a PvP game to player vs door.
Good hunting!
De Mortuis Nil Nisi Bonum.
I’ve been in Strongholds games where the timer didn’t run out, but the team won without killing their enemy’s lord. How is this possible?
Here are the changes that I’d like to see to the next test.
1. Channeling a hero should be interrupted by damage, not just cc
2. Players should not be able to channel while in an invulnerable state.
3. Eles in the down state should not be allowed to run through their base portalBeyond that, this beta was definitely more fun than the previous one.
Interrupt on damage would be too much. It would slow the game down too much.
But there are issues now too. I can plague channel and never get CC’d.
Bring back: ‘Gamer’ title + MAT’s!
Throw out: Hotjoin!
Here are the changes that I’d like to see to the next test.
1. Channeling a hero should be interrupted by damage, not just cc
2. Players should not be able to channel while in an invulnerable state.
3. Eles in the down state should not be allowed to run through their base portalBeyond that, this beta was definitely more fun than the previous one.
That has also been in wvw for three years xD good luck.
Officer of [DEX] Deus Ex Machina Eu and [Fus] Fus Ro Dâh
Ruins of Surmia
1. Channeling a hero should be interrupted by damage, not just cc
I don’t agree with this at all, it just needs to be better messaged. You want CC skills anyways to interrupt heroes when one does get to your lord room (or as a way to slow them down on the way). So you should never have a build in Stronghold without any CC. Or in a co-ordinated team one person can be assigned the role of interrupting channels and heroes when they pop. Arguably you also want blinds and daze’s and CC if you want to push through guards without archers in a single push (ie. the second set of guards in particular, since if you can get doorbreakers past them you have plenty of time to kill the final set yourself before they get there).
(edited by Crise.9401)
1. Channeling a hero should be interrupted by damage, not just cc
I don’t agree with this at all, it just needs to be better messaged. You want CC skills anyways to interrupt heroes when one does get to your lord room (or as a way to slow them down on the way). So you should never have a build in Stronghold without any CC. Or in a co-ordinated team one person can be assigned the role of interrupting channels and heroes when they pop. Arguably you also want blinds and daze’s and CC if you want to push through guards without archers in a single push (ie. the second set of guards in particular, since if you can get doorbreakers past them you have plenty of time to kill the final set yourself before they get there).
Yes, but on the other hand some skills/classes can never be interrupted when they start the channel. That’s not good either.
Bring back: ‘Gamer’ title + MAT’s!
Throw out: Hotjoin!
I am wondering if it is intentional that the treb can not shoot at the hero’s channeling spot? The shots explode in mid air as if they would hit an invisible wall.
I had a match,where guy was able to shoot at hero’s channeling spot,so not sure which one is intentional.
Other stuff I got from this test:
-Archers suck,probably even more…just delete these please
-Supply area is now better,not so spamable,resulting in more fights
-Trebs are too much. Let’s say you fight enemy,kill one of them,they get from respawn to their treb,dare to shoot down at you,you rarely get notice (some matches I heard warning,some not). Then if you actually go to destroy treb,someone like mesmer,can port up and shoot you THROUGH their treb. So they don’t even offer cover for you,if you wanna take treb out.
-Voice alerts for Outer Gate,Inner Gate and Mist Essence are terrible. Why don’t they just say simple things : 30 seconds till mist essence,time to defend is now…instead of " do you feel that mist essence nearby,snatch it up" or " they are at Outer gate" or " this is it,…."
I didn’t really encounter overtime,so can’t comment on that.
Mist champions…they are cool, Nika perma stealthing people seems kinda strong
Need to get a Kylo match tonight. One issue that took me a while to wrap a tired mind around was getting caught up in the treb. Would try to drop it when an attacker moved in a would get stuck. I think the treb on Kylo allows a player to pass through it where as the treb in Stronghold is solid and a player can get caught up in the bracing bars of its stand.
De Mortuis Nil Nisi Bonum.
1. Channeling a hero should be interrupted by damage, not just cc
I don’t agree with this at all, it just needs to be better messaged. You want CC skills anyways to interrupt heroes when one does get to your lord room (or as a way to slow them down on the way). So you should never have a build in Stronghold without any CC. Or in a co-ordinated team one person can be assigned the role of interrupting channels and heroes when they pop. Arguably you also want blinds and daze’s and CC if you want to push through guards without archers in a single push (ie. the second set of guards in particular, since if you can get doorbreakers past them you have plenty of time to kill the final set yourself before they get there).
wat i didnt say that
(Quoted wrong person :P)
Officer of [DEX] Deus Ex Machina Eu and [Fus] Fus Ro Dâh
Ruins of Surmia
Here are the changes that I’d like to see to the next test.
1. Channeling a hero should be interrupted by damage, not just cc
2. Players should not be able to channel while in an invulnerable state.
3. Eles in the down state should not be allowed to run through their base portalBeyond that, this beta was definitely more fun than the previous one.
Interrupt on damage would be too much. It would slow the game down too much.
But there are issues now too. I can plague channel and never get CC’d.
I disagree that it would slow down the game. It would FORCE more PvP action which is a positive. The team who wins the fight gets the champion. Right now it is the team who has someone that can pulse stability.
Here are the changes that I’d like to see to the next test.
1. Channeling a hero should be interrupted by damage, not just cc
2. Players should not be able to channel while in an invulnerable state.
3. Eles in the down state should not be allowed to run through their base portalBeyond that, this beta was definitely more fun than the previous one.
Interrupt on damage would be too much. It would slow the game down too much.
But there are issues now too. I can plague channel and never get CC’d.I disagree that it would slow down the game. It would FORCE more PvP action which is a positive. The team who wins the fight gets the champion. Right now it is the team who has someone that can pulse stability.
Yes, it would force more PvP action but you’d get more timer games I’d guess. Especially because there are a lot of LOS possibilities at the channels. You could stall it for a loooooong time.
Bring back: ‘Gamer’ title + MAT’s!
Throw out: Hotjoin!
Here are the changes that I’d like to see to the next test.
1. Channeling a hero should be interrupted by damage, not just cc
2. Players should not be able to channel while in an invulnerable state.
3. Eles in the down state should not be allowed to run through their base portalBeyond that, this beta was definitely more fun than the previous one.
Interrupt on damage would be too much. It would slow the game down too much.
But there are issues now too. I can plague channel and never get CC’d.I disagree that it would slow down the game. It would FORCE more PvP action which is a positive. The team who wins the fight gets the champion. Right now it is the team who has someone that can pulse stability.
Just picture some scenarios:
1. Thief – just hits you and stealth away. Wait for you to start channeling and hits you again and runs away. Why should he fights you if all he needs is a hit?
2. A ranger with longbow can hit you from the middle point where the supply is. Kinda hard to avoid.
Yes, but on the other hand some skills/classes can never be interrupted when they start the channel. That’s not good either.
I agree, stability is perhaps a bit too strong here… and I also think that treating the treb as the counter to stability isn’t necessarily the best solution, however, it is a solution.
Like someone said denying a hero should be conscious choice that one has to commit to in equal measure as the opponent who is trying to channel a hero. Instead of just “I will poke you with auto-attack at 1,200 range”. Honestly what I would do regarding the heroes is quite a bit different than it is now.
Basically make the channel near instant but make that channel only decide which hero will spawn at the channel location, then, make these heroes NPC’s that either team can win to their side by defeating them (and they would just have to scale this part of it so it doesn’t take longer than the channel does currently), in this case last hitting would be required to for a deny in a case two competing opponents. Thus player that gets there first has the advantage of deciding the hero the players will compete over, but said competition falls under same rules as NPC buffs in Forest (scaled whatever they deem appropriate for this gamemode). Of course then Treb would have to be adjusted so that one can’t use it to one-shot and win a hero.
I can already see some people hating this due to more PvE elements, but it is in my opinion a fairer solution than normal damage interrupting a channel (as auto-attacking takes no skill but last hitting does, and it has a risk associated with it).
I played a ton of stronghold this weekend and it was honestly some of the best PvP I have played in a long time (maybe it is because it is fresh, I dunno… conquest is so dull by now), especially for the games that were really close.
Archers are still useless though and easily exploitable, there really is no need to spawn them or kill them at the moment. I mean I saw an archer decide an enemy rangers pet was more appealing target than the guard in front of him… and this was an unintentionally done by the enemy as he was running up the stairs behind the middle supply area. You can also infinitely delay an archer if you so choose just by poking them once while they are outside the range from which guard aggro takes over. In this state it would be better they did not exist at all, since they are only wasted supply.
I get that they want this whole Rock, Paper, Scissors mechanic for the NPC’s forcing actual players to be on both offense (protect) and defense (stop archers and doorbreakers once guards are down), but right now it is so lopsided that there are some real issues.
I played it and like it but there are some things that need to be addressed:
1. Archers are way too weak and, as a result, useless. The range of their attack should be 1200 and they should deal more damage to players. They should prioritize guards, yes, but they should also imidiatelly attack those who attack them (players).
2. Guards are too weak as well. Either buff them (also against players) or enable the players to get new guards by using supplies.
3. Trebuchets are useless. If at all, they are only sometimes used to aoe the supply area, but players prefer to use their own aoe which is more than enough.
4. The gates should be tougher or enable the players to repair them by using supplies.
Mist channelling is IMHO perfect as it is now. Having to use hard interrupts is a MUST. It brings a whole new dimension into the fights at the channel-spots: dealing damage has to be coordinated with keeping yourself and the one channelling alive, interrupting the other teams channelling etc.
If dmg alone would suffice, it would just be another teamfight….
Also, there is no problem at all with transformation that have multiple instances of reapplying stability, because there is:
- Necros with boon-conversions, which is enough for an interrupt
- Moa of the Mesmer and the Moa-Elexir toss of the Engi
- Well timed diversion-shatter can do the trick
- Thief steal with boonrip and daze can do the trick
- if nothing else helps, pure DPS can do the trick as well
It’s clear that it’ll come down to those skills VS the stability granting transformation/elite/consecration, but that’s IMHO totally okay, since every class has either one of those (or both), so no class will inherently be left out.
The hard interrupts/Moa’s etc. also bring some excitement to spectating: it’s an intense and important moment that generates hype and that’s somewhat easy to see as a spectator: You see the channeling and you see when the channeller is interrupted, Moa’d or killed.
@Stronghold-Mode in general, after playing it today again for several hours:
I feel like the problems I mentioned earlier, especially the one with too much running from mid to base for supply, might not be as important if people play the mode right. I think it might actually come down to fights happening mostly in front or within the strongholds and ppl grabbing supply when the opportunity presents itself (which is IMHO how it should be). defending is now always better than running supply and atk-lane first has to clear the NPC’s and treb anyways and then run again etc.
I’d still like to see how the game played, if a small number of NPC’s spawned by default. just like 1 archer and 1 DB every minute or so.
I feel we’d have to have more time to figure out how to ply it exactly, when to go for timing-pushes etc. I feel like the mode hasn’t been figured out at all and it could actually be pretty deep.
But what definitely has to change is: Guards and archers are still too weak. ^^
@Oulov: If you think Trebs are useless, you’re playing it wrong…. When you push with a wave and maybe a champion, it’s absolutely crucial for the defending team to treb and for the attacking team to kill the treb before their champ is there: Another great situation for spectators I might add. Also, the treb should always be the first thing you take out after the guards.
(edited by PowerBottom.5796)
I played a few hours of stronghold and it is definitely better then the last beta. I like Stronghold because it gives builds/skills usually side lined the chance to see play (ex. Guard elite sig healing Lord to 100% can be a clutch save, still think the channel is too long though)
Archers: You gave them a specific role which is good. That role is killing npc guards… who were already getting dropped faster than my guardian with 1600k healing power+monk runes could heal them. Instead send these archers to the center supply area and give them a knock back to interrupt enemy players gathering supply. players don’t need more help killing npcs
Supply changes: Yes. Punishes rush plays and keeps teams from having massive waves of npcs.
Trebs: Yes, my bunker healing guard can be super effective by 2 shotting door breakers and bombing mist hero/supply channels. Leave this how it is.
Mist hero: Okay… Cool Idea…. I smell trading post mist heros in the works (aka pay to win)… I think its a pretty niffty idea overall but was ultimately unnecessary. The dev time could have been better spent making Deathmatch a viable mode. Getting 3 working PvP game modes with the expansion would have been really nice. It is nice running with Nika again though
Overtime: No… Fifteen minute games are long enough. Please implement the Victory or Death mechanic from GW 1. Victory or Death starts with 3 minutes left on the clock. all surviving NPCs march to the center supply zone and the Lords duke it out. Players want more team fights in stronghold. VoD GUARANTEES an exciting team fight at the end of every close match.
I would love to play stronghold every weekend!
(edited by sendaf.8375)
Need to get a Kylo match tonight. One issue that took me a while to wrap a tired mind around was getting caught up in the treb. Would try to drop it when an attacker moved in a would get stuck. I think the treb on Kylo allows a player to pass through it where as the treb in Stronghold is solid and a player can get caught up in the bracing bars of its stand.
I definitely had this issue as well. I loved the changes to the treb, made it feel much more worthwhile to use. But I had a lot of issues getting stuck in it, it has a very awkwardly-shaped collision box. I would consider either giving it a cylindrical collision box, or just removing collision detection for the treb altogether.
Otherwise, I really like the iteration on stronghold, I feel like it’s gotten better every beta. Lots more teamfights now too, especially with the changes to supply.
It was a really good weekend, I did a lot of games and really enjoyed this new game mode.
I think Anet should improve the terrain of the map (too many no valid path, many without any sense), Nika perma stealth (really too strong).
And of course the general balance, there are some broken stuff right now, like burning, mesmer, ele, rampage (super strong on stronghold) etc.
Thanks for the feedback everyone and I am glad everyone took time to play and time to post on the forums. I honestly can’t stress how much your feedback means to the team.
See ya in the Mists,
Hugh
oh yeah, I noticed sth. that might have to be changed about nika: If you have 2 mist-essences and you are channeling one and get the other to summon nika, she’ll stealth and therefore interrupt the other channel.
IMHO this shouldn’t happen; it simply shouldn’t stealth the other channeling player.
And did the Lords still atk. when downed and stealthed? didn’t test it, but I think this should definitely be fixed as well.
Liked the gamemode a lot better with these changes.
- Treb is cool now that you can shoot at people channeling, last time there were people channeling while having perma stab from certain skills and there was nothing you could do about that.
- Less supply available wich makes it more pvp and less pve!
- Seeing different builds or build functionality. Been a bunker guardian for quite some time and now had a lot of fun not only supporting my team but also the npc’s.
- Landscape Bug: when we were stuck in the map yesterday evening we did some exploring and trying to jump around. We noticed we could jump on the 2 houses closest to the trebs. And from the house at the sea side you were able to ride the lightning (maybe leap too?) out of the map.
- Bug: Overtime didn’t work
- Bug?: Still had npcs going for trebs sometimes (Archers)
- Question: does anyone know what aegis traits work with Turai Ossa?
He applies a lot of aegis so traits like Unscathed Contender could be really cool?
Guess it doesn’t work for the other 3 traits guardians have since those say you have to apply the aegis yourself.
(edited by Sampo.9678)