Stronghold Feedback [merged]

Stronghold Feedback [merged]

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Posted by: Curby.4897

Curby.4897

Make doors repairable so people have to make a choice on whether to spend it on door breakers or repairs.

Make the lord have more hp so people can respond to the lord dying better.

ATM these suggestions are to improve the Stronghold game mode because atm people just spam archers and door breakers but forget to protect at times (Repair function will help that).

And it requires little to no skill to bring down the lord solo, you need to make that a real fight. Like the last line of defense. Who wants a lord that dies to one thief or one PU mesmer.

That is all.

These changes IMO will promote tactical thinking which is sourly missing in PvP atm.

(edited by Moderator)

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Posted by: Oyuri.1452

Oyuri.1452

Today I got to try out Stronghold for the first time. Reading Anet’s post about it made me think we got ourselves kind of a MOBA inside of a MMO, which was most amusing but also exciting. So I happily queued and then, for the first time, I saw the map… it is so small.
The whole map feels cramped together, changing positions doesn’t really matter that much, because unlike real MOBAs the space between spots is almost non-existant. Why stay on one lane when you can, without a problem go to the other and if something goes wrong, just be back in a matter of seconds. This causes no need for strategic planning.
Second thing is hp pools – two bombers can get the gate down increadibly quickly, guards die really fast and so does the Lord. I actually manage to " solo " the whole Lord room at once with just Turai and 1 archer at my side ( as a condi necro ), without old Ossa going below 50%hp. I guess the whole mode is harder when played in 5vs5 fully organised teams, but when it comes to runs with randoms it just seems so easy…
That’s about it, do remember that it’s just my opinion and it might be cause by the fact that randoms ( for reasons that are beyond me ) just stand in the supply depot and fight ;D

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Posted by: Ristillath.6745

Ristillath.6745

Thank good Anet buffed the treb.
It’s possible to defend now ^^.

Eventhough trebbing is not my cub of tea, it is a rlly powerfull weapon now, which HAS to be used to win the game you can’t just ignore it anymore.

Most ppl still ignore it, we will see how long it will take till ppl realise how strong of a weapon the treb is.

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Posted by: TainoFuerte.8136

TainoFuerte.8136

The only thing I have to say about the mode is that it’s super boring. Feels more like PvE or WvW than PvP. Don’t have any interest in playing it again.

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Posted by: Curby.4897

Curby.4897

Lets just hope they make doors repairable because it is sort of annoying to have to bust your kitten to make a come back.

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Posted by: Liza.2758

Liza.2758

man i love this map.

It makes some kitten point holder builds a little bit useless.

(edited by Liza.2758)

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Posted by: online.1278

online.1278

vEry good!!! A must buy content!

The Korean Gamer (Best Warrior NA)
My Stream : http://www.twitch.tv/eSportsKorea see me vs Tarcis, Chaith, Crysis and etc!

(edited by online.1278)

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Posted by: kdaddy.5431

kdaddy.5431

have you played gw1? Its not meant to be like dota or LoL

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Posted by: Xillllix.3485

Xillllix.3485

It’s not part of HOT, it’s going to be free.

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Posted by: Brew Pinch.5731

Brew Pinch.5731

Needs to be 8v8 or preferably 10v10.

5v5 is far too PvE on this map, and we already have good 5v5 maps/modes.

I have no idea why this isn’t being built for and marketed as much wanted GvG content.

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Posted by: Zemarca.6218

Zemarca.6218

So I have just played about 5 Stronghold games in a row, out of those I only won one. I must say that I was excited for this map and my first impressions are kind of underwhelming. I dont know if its the unbalance state of spvp at the moment. Yes I think it is unbalanced, when a class like theif or mesmer can hit two buttons and down you with full toughness runes its unbalanced.
It feels like to me that if your team gets behind, you stay behind. There was one map where we got a champion at one point and almost turn the tables but they have all been very very lopsided. One was even 100 to 600 at the end.
I am trying to be constructive so bare with me. I found myself a few times thinking that I was going back to my home to summon some door breakers but didnt realize I was walking in to the enemy base. I am a UX designer and you think I would notice what lane I am currently at but for some odd reason I have not gotten use to the orientation of the map yet.
At one point the opposing team decided to camp our home base with two players while the npc guards didnt do anything. In League of Legends if you try and enter an enemy home base you almost die from the first hit off some tower. I think that should be a thing for the summon area.
I followed Colin’s advise from POI and I found the treb useful however, even though I took out a lot of door breakers they still got the door down with about 3 pushes. At that point two opponents strolled past me with the remaining door breakers and proceed to break the inner gate. I wonder if the treb should do more damage to door breakers, or maybe not since i was the only one defending.
I like the concept but its really frustrating when most of my games were so lopsided I just wanted to stop playing. I think Arenanet needs to look at the balance of classes for all part of their game.
Just a humble customers thoughts.

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Posted by: Reicta.2178

Reicta.2178

I’m not liking Stronghold either because it feels way too snowbally. If you get a bad start you’ll stay behind. If they attack your lord then you spend the rest of the game turtling until you lose because the map is small enough that your opponents can rez and be back attacking the lord right away. It for once makes staggered deaths bad.

Still need to test it out more before deciding, but something about it should change, maybe.

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Posted by: Absent Minded.5821

Absent Minded.5821

I’m a huge fan. Played every weekend and this one feels a lot less “lord-rushy” by far. It’s a rarity to break down both doors on the first rush now. Defense and supply matter. Killing someone with two supply has consequence. Mist champions matter and they always spawn on the losing side giving a comeback opportunity. I dunno maybe I’m in the minority but I had fun today in PvP. Granted I did get a bit drunk and start yelling at mesmers…

At least it’s not 3 more years of conquest!

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Posted by: Duka.5864

Duka.5864

Doesn’t worth a penny!Rush to lord bahhhh!

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Posted by: Dawdler.8521

Dawdler.8521

After my first round the only thought I have is “how does a team even get points?!”

The entire setup for the gameplay is confusing and overly complicated. All I saw at the end was about 100 to 400 and a loss. None of the lords where killed. I dont know why we lost. They had opened the first gate and we held them there galantly. I dont know how we could have won. I dont know what give them score and I dont know what give us score, only that they had ALOT more score than us and kept raking it in. I have no idea wtf is going on, lol.

Having only the escort NPCs to gate thing would be complicated enough for me kitten .

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Posted by: Deimos Tel Arin.7391

Deimos Tel Arin.7391

actually stronghold could be good as a 10 vs 10 hotjoin map.

make it so that custom arenas are able to host stronghold maps.

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Posted by: Immensus.9732

Immensus.9732

i cant be the only one that finds it dull, come on

Mesmers Shall Rule Tyria!

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Posted by: Gern.2978

Gern.2978

I hate stonghold!

Please keep PvE in PvE, thanks.

Hi, my name is Gern, and I’m an altoholic….

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Posted by: Photinous.4628

Photinous.4628

Yeah, it’s a terrible game mode that is incredibly boring. They should have done something similar to warsong gulch instead.

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Posted by: Mouseheart.8672

Mouseheart.8672

What I really don’t like about the map is that I’ve seen a couple of people running cheese builds, like P/D thieves or PU mesmer. These builds have largely been pushed out of conquest, because annoying people with these builds is not as great, when those people still hold the points. They also have a hard time holding points, because they rely on stealth for pretty much everything. I feel like that handicap isn’t really there in the Stronghold game mode and that harassing and annoying the people deffing, running supplies, and using the treb is actually quite effective. Which is really annoying. As these builds have usually multiple ways of disengaging, and in the case of P/D thief heal up really quickly, getting them off your back requires way more effort than they have to put into harassing you.

So I was thinking that putting more people on that map could be very effective in pushing out these kinds of builds again, as harassing builds are usually good duellists, but lose effectiveness when more people participate in a battle.

Cool engineers don’t look at explosions.

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Posted by: leman.7682

leman.7682

I dislike it. I haven’t even tried more than one match and it may sound ridiculous to form one’s opinion based on one match, but I can’t get interested in it because of how boring it feels and looks (and I watched many Stronghold matches).

It may become successful, but it’s highly unlikely. Thinking that it took Anet almost 2 years to come up with this game mode is straight up unbelivable.

Leman

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Posted by: Fexmeif.9564

Fexmeif.9564

It’s certainly better than last beta’s, though there’s some work to be done with balancing , but I’m not super sure what to say about that.

What I can say, however, is that there should be a way to get from spawn to your allied Lord’s room from behind the Lord. If the enemy team is storming the castle it is quite complicated to have to go through behind their whole team just to help your lord.

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Posted by: Luthic.7290

Luthic.7290

I really enjoy this game mode but basically 3 things really need to change imo.

1) Make supply more useful in late game. Firstly a new interesting mechanic is the enemies drop supply in the lords room. Now this would be much better if their was an actual use for npcs. the bomb breakers are solid but say you have already broken all the doors. summoning archers feels almost meaningless so your not really encouraged to go and use that supply you just gathered. Having either a defensive use for supply (such as creating a player destructible barricade to replace your broken wall) or making archers much stronger in terms of pushing (since their roll of defeating guards will almost always be 2nd to a players ability to kill a guard) would make this a better feature. For example, if an archer reached the lords room perhaps it would stun npcs it hit or had some other feature such that its worth it to spawn them rather then just push with a hero.

2)Award points for defending. 2nd, i think more team points should be awarded for defending. If your team is overall losing, and the enemy keeps running supply and you keep killing the summoned npcs. I agree your team should be losing due to stomp points. But in my experience, ive had games where neither outter gate was destroyed yet and the game was 20 -240 which i feel like a Whopping difference when no real objective difference had occured yet.

3)Make all champions closer to the same level. Finally (and this is minor) i think the hero’s need a bit of a rebalance. Turai Ossa is by far the strongest hero currently. most hero’s can get absolutely melted by any kind of condi burst such as a burn build. But (particularly nika) just get evaporated. Grymm svaard has a really cool mechanic but i just think the champions should be all brought to the same level. Currently Ossa is the best at actually helping a team push and then surviving to make it to the lords room. I just think grymm and nika need a slight adjustment to make them on the same level.

Anyway those were just my thoughts.

(edited by Luthic.7290)

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Posted by: NumenorLord.6539

NumenorLord.6539

Change trebuchet’s location. Otherwise they’re going to remian unused.

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Posted by: Diego.4153

Diego.4153

I enjoyed my time in stronghold though I did feel out of pace with the game when I first started. I would recommend that the devs take a look at Super Monday Night Combat they have a few mechanics that would really benefit this game type

What SMNC does: Turrets have shields that can only be pierced by the AI units before player can deal damage to them
Why/How it would work here: Give the archers a debuff attack that leaves the gate guards more vulnerable to damage. This gives a high incentive on killing and guarding the archers

What SMNC does: Lines are drawn on the map that show the flow of the bots
Why it would work here: I knew the basics of how the game worked but I was still lost I didn’t know what side to push and which one to guard the way the map is currently set up it seems like there is only one way to get out of the castle it needs to be clearer which side does what and that you have access to both from the start

What SMNC does: Player seeking AI
Why it would work here: Anything with an interrupt that disrupts the current battle will be so much fun give it some pve love

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Posted by: Woof.8246

Woof.8246

I would love to see 3 things , that i hope they are low cost or manpower needed ….. :

a) At the middle of the map there are 2 Suply Deposits .
The left Suply could offer you a ’’Pink’’ Suply that will make your next minion that you spawn , have extremly high resistance to Conditions by Players .
And the right Suply , spawns non-critable + hight toughness mobs .
> In order to punish teams that stack only Cnditions or only Berseker Players .

b) Mobs cannot be damaged by players .
They have an extra bar (like the Defiance) that is depleted when players does damage .
When it reach 0% players can push ’’F’’ near the mobs and do an 1,5 sec ‘’Execute Thrust’’ with their Weapon (the animation can be extremly bright) .
Or they need 2 ’’Thrust’’ to kill the mobs’’ and the Friendly or Enemies Ncps can have their onw slow motion attacks that you can interupt , or blind , or use your doghe to flip back the arrows before they 1-shot each other .
The ‘’extra bar’’take reduced damaged from Condition +Crit , but they can get Healed normaly in order to help Support Characters .

c) Destroying a neutral building in the maps , will spawn after 10 sec Neutral mobs that they will try to restore their House .
In the meantime if all Building are destroyed , the rumbles from the windmill and the nearby houses will shutdown the Suply mechanic (but you can normaly use that shortcut to reach the other side) .

Based on the numbers of Neutral mobs that you slain , the exact numbers of ‘’Revengfull Armed Pessants’’ will shown up every 15 sec (max 2 times) in every foe+friendly lane (this will help the 1-sided macthes by giving the defeted ppl some mobs to bring down all the gates >even the enemies), automatically without needed to run forth and back as you do with suplies .
After those 2 times , you have to kill again neutral mobs for an extra 2 turn round .
If the mobs succefully restore their Houses , then the middle Suply Mechanic is enabled again .

Each Neutral mob will have an internal ‘’death breakdown’’ .
When most damage is done by Condition , then the ‘’Revengefull Mobs’’ will have high resistance to Conditions vs enemies and allies too
(but these mobs can be damaged by Players (unlikely the ‘’second (b) part mobs) ’’

Captain Kuro

(edited by Woof.8246)