Stronghold Feedback - TwitchCon Weekend

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Posted by: Exedore.6320

Exedore.6320

Post Stronghold feedback here.

Bugs

  • Doorbreakers (probably archers too) leave ghosts when stealthed. The ghost appears where they were when entering stealth until they exit stealth.
  • Sometimes the banners don’t load their color and have a checkered pattern. Never saw this one before.

Issues

  • Archers STILL useless Aside from dying just as quickly as doobreakers, they squirrel too much to be of any use.
  • Trebuchet Self-Repair Remove this. It makes it way too easy to defend when players are split across the map. The reason self-repair existed originally was to allow a team to break a hold on the depot. Since then, kills behind your outer gate cause enemies to drop supply, which allows defenders to then break a stalemate.
  • Break Channel Only on Interrupt This should probably be removed and turned into a standard channel. It’s too easy for some builds or professions to full channel mist essence while under multiple stacks of stability. Quickness + stability on guardian is hard to stop.
Kirrena Rosenkreutz

(edited by Exedore.6320)

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Posted by: Hellmasker.1649

Hellmasker.1649

My team just lost after stomping the enemy lord in overtime. The enemy team had more score, but their lord died and my team still lost. Doesn’t make sense that this would be working as intended…

REJOICE! Dwayna hath had her mercy on us; her battered and beaten, tired and taxed.
For we have held fast our ground and our loyalty to Tyria each and every day…
And it is time the Six show their blessings. Freedom for ALL doers of great and wondrous things!

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Posted by: Belial.9350

Belial.9350

  • Break Channel Only on Interrupt This should probably be removed and turned into a standard channel. It’s too easy for some builds or professions to full channel mist essence while under multiple stacks of stability. Quickness + stability on guardian is hard to stop.

http://wiki.guildwars2.com/wiki/Bountiful_Theft
http://wiki.guildwars2.com/wiki/Shattered_Concentration
http://wiki.guildwars2.com/wiki/Mind_Stab
http://wiki.guildwars2.com/wiki/Mind_Spike
http://wiki.guildwars2.com/wiki/Signets_of_Suffering
https://wiki.guildwars2.com/wiki/Path_of_Corruption

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Posted by: Exedore.6320

Exedore.6320

The point is that CC is supposed to counter it, but can’t. Only boon steal/corrupt does, and those abilities are somewhat limited.

Kirrena Rosenkreutz

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Posted by: Rym.1469

Rym.1469

The point is that CC is supposed to counter it, but can’t. Only boon steal/corrupt does, and those abilities are somewhat limited.

CC counters it, but Stability counters CC.

I guess that unless you bring Boon removal or…you know….hit the channel with Trebuchet…which instantly cancels all casts…you’ll have to deal with it.

[rude]Antagonistka – Revenant, EU.
[SALT]Natchniony – Necromancer, EU.
Streams: http://www.twitch.tv/rym144

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Posted by: Poliator.7021

Poliator.7021

The point is that CC is supposed to counter it, but can’t. Only boon steal/corrupt does, and those abilities are somewhat limited.

Trebuchet always does, it goes through Stability and knocks back. They even made that firing Trebuchet to Mist Essence channeling spots is easier to aim and land, we could say as a “-wink wink- use Trebuchet for this -wink wink-”

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Posted by: BrickFurious.7169

BrickFurious.7169

Definitely agree that archers still feel useless. Also agree that the treb should not auto-repair. I think breaking channel on interrupt only is fine though, the treb removing stab stacks handled that issue.

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Posted by: Vieux P.1238

Vieux P.1238

I said it before.. you get over this map real quick. No math or adjustments in the world will change that. Objective needs to be change.

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Posted by: SPESHAL.9106

SPESHAL.9106

I can’t say I’m an expert on this map…although nobody probably is yet.

However, I think the Treb self-repair is probably an overall good thing.

The matches I’ve played seem to be more balanced anecdotally and not simple rush jobs.

The treb self repairing adds more defensive strategy options for more time in the game. Overall, this is probably a good thing even though you can always point out scenarios where it’s not.

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Posted by: Sunshine.5014

Sunshine.5014

Archer can kills the guards very fast. Not many people notice that.

Gray out the HP for future condition damage
Already quit PvP. Just log in here and there to troll.

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Posted by: Exedore.6320

Exedore.6320

Archer can kills the guards very fast. Not many people notice that.

Yes, because players killed them before the archers ever got there. The archers were busy chasing players and dying.

Kirrena Rosenkreutz

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Posted by: MattyP.6954

MattyP.6954

I’m going to do something completely out of the ordinary here…

I just played a few matches across multiple classes (Power Ranger, HGH Flamethrower Condi Engineer, Power/Signet Necro) and I had fun with each one! The games seemed pretty well balanced without a ton of swing one way or the other.

If there’s an early zerg attempt, shutting it down early usually means a win, from what I’ve seen

Server — Fort Aspenwood
Mains — Mathias of the Wood [Ranger]; Collaborator Bluatt [Engineer]
Alts — Necromancer, Warrior, Elementalist