Stronghold Changes for 6-2 Beta

Stronghold Changes for 6-2 Beta

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Posted by: DanzelOPP.5068

DanzelOPP.5068

Supply should only be able to be acquired by killing enemies.

B O I N K

Stronghold Changes for 6-2 Beta

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Posted by: Empty Sky.6354

Empty Sky.6354

I am sorry,but did people(not Anet,but players) miss the point of Stronghold?
Anet talked,how NPC’s are there for specific roles,that they didn’t want to give NPC’s (that is NON PLAYABLE CHARACTERS) too much power and keep focus on PVP.

2 lanes work,because if there were only 1 lane,there would just be huge clash of AOE in middle of map. If you want that,go play WvW.
Someone wanna up respawn on players over time? Are you serious? Imagine dying towards end and have respawn of 30s or more. It would give other team insane advantage and probably just snowball to wipe the rest with no problem.
Timer is a good thing in my opinion,because it promotes fast paced play. Say goodbye to CELE amulets. If there were no timer or time of 20min+,people would get bored. People already kitten,how they don’t want to wait till it ticks 500 in conquest.

Stronghold Changes for 6-2 Beta

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Posted by: Empty Sky.6354

Empty Sky.6354

changes for next beta-event:

1) Archers deal twice the amount of DMG to players
2) Increased HP and thoughness for all Guards outside the Lord-Room by 20% each
3) 2 Archers and 1 Doorbreaker will now spawn every minute by default.
4) decreased channeling time at the supply by 50%
5) Lord won’t attack and get revealed from stealth while downed
6) Players are able to do a small amount of DMG to the doors now (equal to 10% of the DMG they do to doors on Foefire)
7) Guards attack DB’s at first priority, even when aggroed by players
8) Introducing defensive Archers: Spawned by supply only (not per default like the offensive ones), which will create an Archer on your defensive lane, spawning on the outer most unopened door, or the Lordroom if all doors are down.

1. If they do that,dmg will be too huge on players.
2. I wouldn’t mind,if that got buffed.
3. If they do spawn by default,what would be the point of getting supplies? This move would destroy Stronghold.
4. Kinda ties in with 3. point,if there were spawns by default,there is not much use of getting supplies.
5. I think this is hard to implement. By default lord is attacking,thus defending himself. If someone stealths Lord,while he is attacking in downstate,it’s not really Lord’s fault. He can’t cancel that attack. Maybe they could give Lord mechanic of a player’s downstate(stealth himself,thus he wouldn’t attack,teleport away,create clone,go into mist,rally up for short time,etc.). If possible,they could give players at start a choice of what Lord will do,if he goes into downstate. And choice would be limited to what team would consist of. If there were no thief in team,there would be no option for stealth.
For example: You have team of : Ele,Engi,Ranger,Mesmer,Necro
Lord’s downstate choices would be : mist,bomb,ghost rezzing him,create decoy downstate,fear
6. No. NO. If players are able to do dmg to doors,it will destroy Stronghold. However small dmg they will do to door,it’ll be too big. And imagine 5 people hitting door second after second…they would nuke it in 30s,if they would have even 1 doorbreaker. Even sooner than 30s I think.
7. This idea works on paper. If guards ignore players,that just gives players free dps on guards.
8. I like idea of having getting defensive NPC’s,but if you get them as well,what will players do? Map will be flooded with NPCs.

As it is now,you have to decide,where people will go. With not being able to destroy doors,you have to get supplies and get doorbreakers. There is plenty of PVP to have. It is impossible to avoid real players.

(edited by Empty Sky.6354)

Stronghold Changes for 6-2 Beta

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Posted by: PowerBottom.5796

PowerBottom.5796

If you’re still looking at the thread:

I think it’s worth a look at alternatives to ending the game. Either extending the time limit on matches by a couple minutes or, even better, instituting a GW1-type system where, at timeout, the lords come forward to fight each other. Lords could have buffs applied to them based on score so that the leading team goes into sudden death with an advantage, but the lagging team could still win if skilled enough.

Thats a really nice idea, Its nice seeing constructive feedback

Well yeah it is, thats probably why this Idea also has been brought up numerous times after the first beta-event….. Not that ANet listens to that sort of stuff….

Stronghold Changes for 6-2 Beta

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Posted by: MadVisions.4529

MadVisions.4529

I really like the mode, I’m also laughing at all the QQ posters that aren’t good enough to understand objective based PvP.

Pros:

  • The map and mode.
  • Fighting a Guild Lord.
  • Treb is very handy.
  • Drinking booze at the bar, a very much YES!

Cons:

  • Archers are useless, Guards are easily handled by players.
  • Guards are super squishy, making it hard (pointless) to defend them.
  • The treb is very handy at times but hard to utilize without a teleport.

Suggestions:

  • Limit the amount of NPC’s that are summoned on the field. This will allow balancing NPC’s to be much easier.
  • Clean up pushing and defend objectives.
  • Drop the skritt suicide bomber concept completely. Have a Guild Fighter summon instead that can cast vulnerability on the gate, allowing players and the NPC to damage the gate. This way, you can’t have a single Bomber completely destroy a gate if left alone for 15 seconds. Not to mention pushing NPC’s ONLY rewards supporting players, having a glassy power house wailing on the gate allows more risk and reward plus build variation.
  • Add a new NPC, Guild Protectors. These guys will run to guard supply, attack foes at the supplies and supply buffs. They will run to Mist Essence once the 30 second timer starts to secure that position. They don’t do much damage, have no CC but are tanky and supportive.
  • Instead of a Tengu Archer, have a Guild Hunter that will go after Guild Protectors and guards. They will clean up any Guild Protectors at their post before moving to the gate. Give it Barrage, lastly, unless the gate has vulnerability, Guild Hunters will wait at the gate.
  • Give NPC’s guild armor, weapons and colors to the premades team.
  • “Victory or Death!” Don’t end matches on a timer. L-A-M-E.
  • Remove the treb, its role is too limited and doesn’t add much in terms of objectives.
  • Give NPC’s the ability to move and attack.

You have to do more with the NPC’s other than hope that the enemy team doesn’t get to them in time.

wanted to post something like this. +1!! also make the ‘guild Fighter’ cost like 5 supps.