Stronghold Change List 7/10

Stronghold Change List 7/10

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Posted by: toad.8652

toad.8652

Hello, sorry for my english…
After testing longer bastion mode with these changes, it’s really more fun to play. The changes are really going in the right direction

It would be interesting to change, are the archers.
They have the ability to kill the NPC quickly but the IA is really not good.
The archer that focuses too much the player and not its main objective, not to mention his “journey” which is ridiculous. (I advance, I back.. )
to change.

Starting with a principle or two experienced team confronts, one can clearly see roles that are organized, those who push those who depush, those who manages supplies or simply support or build oriented kill Player .

So I think it’s great, however it remains for me a big black spot
This is the kill the opponent.
The criticism one can make of the bastion Mode is that it is geared more PvE than PvP.
In itself having to confront NPC not a problem for me
But from the moment in many circumstances, this focus on our, or their, NPC and not player and more profitable I find it frustrating =)
It would also encourage players to make frag by giving a reward.

This may be the time to respawn more
1 time 15s
2 times 20s,
3 times 25s ect ect

Or a buff that increases your stats when you kill a player.
+50 Stats in all branches for each kill
+30 Stats for each assist
Losses of any stats once dead

To conclude I probably zap some weakness but I found it was actually a better progression, it’s a way of good games but can become much better
Thank you for reading
Good game.

Toaddd
Guard Team Champignon

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Posted by: Kicker.8203

Kicker.8203

This game mode is pretty well tought out.
However, anyone I talk to says it is too much moba or too many NPCs which I agree.
Killing the NPCs is very quick and doesn’t require any skill; protecting them is not possible.
To me it seems Anet tried to add as many things to it as they could think of but IHMO it would be better without the guards, doorbreaker and archers. The heroes and the lord room seems cool.
This of course needs some replacement( like environmental weapons or some tool to destroy gates that replaces ur weapon skills) or instead of removing the npc entirely make them invulnerable to player damage. Running the supply also seems lackluster to me so the supplies could have an immediate NPC summoning effect. As soon as you pick a supply up you can choose with an instant skill what to summon. This of course would require somewhat longer reloading times for the supplies.
This game mode got a lot better than originally, good work!

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Posted by: style.6173

style.6173

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….
.

Another team fight is what I want. There is already too much PvE in the map. Anything that can encourage PvP is a positive.

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Posted by: philheat.3956

philheat.3956

The best way to protect npc is killing enemies who want to kill them

Real problem there are too many bunker professions who can make good damage and survive a lot.

This is most a balance problem imho.

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Posted by: PowerBottom.5796

PowerBottom.5796

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….
.

Another team fight is what I want. There is already too much PvE in the map. Anything that can encourage PvP is a positive.

How is it PvE if you need to hard-interrupt a PLAYER channelling the mist-essence? It IS a teamfight, but theres an added layer of teamplay on top of it other than “just” fighting.

I don’t see the problem with that.

GW1 had some modes where ppl constantly needed to interrupt a channelling hero (Hall of Heroes for example) and they were some of the most exiting games where teamplay really had a huge impact. It was fun and rewarding and it made it sth. unique.

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Posted by: butch.8136

butch.8136

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….
.

Another team fight is what I want. There is already too much PvE in the map. Anything that can encourage PvP is a positive.

How is it PvE if you need to hard-interrupt a PLAYER channelling the mist-essence? It IS a teamfight, but theres an added layer of teamplay on top of it other than “just” fighting.

I don’t see the problem with that.

GW1 had some modes where ppl constantly needed to interrupt a channelling hero (Hall of Heroes for example) and they were some of the most exiting games where teamplay really had a huge impact. It was fun and rewarding and it made it sth. unique.

A near impossible interrupt at times.

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

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Posted by: Exedore.6320

Exedore.6320

Bugs

  • Above the blue barracks, there’s kitten in the corner of the roof near a bush which you can fall into.
  • When channeling supply at the same time as someone else, the person who finishes second gets no supply and gets stuck inside the supply stack.
  • Trebuchet has no audio warning when the defenders fire it at their gate. Observed at red base, can’t recall if it happened at blue base.

Feedback

  • Mist Heroes These don’t really feel like a comeback mechanic; they feel more like a “reinforce your win” mechanic. Their main effect is in the lord room, which I think they’re decent at now. However, they do almost nothing if there’s a gate between them and the lord. If the gate is up and there are no doorbreakers, the mist hero can be ignored.
  • Interrupting a Channel This is too difficult when you don’t have a lot of hard CC or your opponent has multiple stability stacks. A tanky build or something with a damage reduction cooldown and a few stacks of stability will win a Mist Hero unless they get zerged. Supply grabs are also hard to stop. The channels on Temple of the Silent Storm which are interrupted by damage work a lot better IMO and it creates really interesting temporary combat areas. Using the trebuchet to strip stability on channels is just really clunky.
  • Trebuchet vs. Players This is way too strong against players. It one-shots players if they don’t avoid it. If you get CC’ed into the shot or the call-out is bugged and doesn’t play, you’re screwed. Damage against NPCs is about right.
  • Defending NPCs The guards need changed. Their one-shot mechanic on doorbreakers makes stronghold feel too much like PvE. Success or Failure is heavily dependent on how well you CC’ed and killed the guards. As an assaulter, my most important task by far becomes defending NPCs from other NPCs which is just silly. Outside of that, the defending guards are laughably weak. The defending NPCs should be there to help defenders – not do the work for them.
  • Archers Still useless. The guards are easy for players to kill, so their anti-NPC role has no purpose. But their biggest problem is still their AI. When they find any target, they will stop and remain rooted until there are no targets. As a result, they almost never reach a gate or defending NPCs before being killed. A player can aggro any number of archers and keep their attention for a long time – or just kill one in a few seconds. Is it possible to have them continue moving down the lane after they shoot, stopping completely only for NPCs and gates?
  • Doorbreaker Rush Pushing with an initial 5 doorbreakers and at least 4 players (mix of damage and support) seems too strong for how simple it is. You can easily disable the treb and kill the guards. Unless the other team defends heavily, they’re unlikely to kill the doorbreakers before the inner gate goes down. Even against full defense, they still do a lot of damage. And while the defenders focus the NPCs, the attackers kill the defending players, which allows the attackers to easily resupply and push again. The only thing I’ve seen stop a well-executed DB rush is Rampage and the defenders being noticeably better players.

Suggestions

  • Have you tried suicide doorbreakers internally? Once they execute a successful attack, they despawn. Damage would need to be higher, but not so much that the initial 5 supply would not be enough to get both gates down. It gives more impact to focus firing them down, since attackers can’t just keep one DB alive until it kills the gate.
  • Re-work the guards. Remove the DB one-shot mechanic. Lower DB health or armor a bit so players can more easily kill them. Give the defending guards more HP like the lord room guards. That way they don’t die so fast and can still tip a 1v1, but aren’t something you must kill first. Their CC abilities will help delay doorbreakers for players to kill them.
Kirrena Rosenkreutz

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Posted by: Crise.9401

Crise.9401

In light of recent elementalist specialization info… not that this has anything to do with elementalists per se, however, they happen to be the first instance of players getting a break bar.

So, how does a break bar on a player impact PvP mechanics like channeling for example. Now elementalists way of getting a break bar might prohibitive of channeling in the first place but it is still something that should be discussed especially if this doesn’t remain as an isolated instance of break bar on a player, which I find unlikely in the long run.