Stronghold pip loss

Stronghold pip loss

in PvP

Posted by: someone.7485

someone.7485

It is far too easy to lose 2 pips in stronghold compared to conquest. Until this is remedied stronghold should be avoided in pvp.

Stronghold pip loss

in PvP

Posted by: zxstanyxz.8769

zxstanyxz.8769

It is far too easy to lose 2 pips in stronghold compared to conquest. Until this is remedied stronghold should be avoided in pvp.

+1

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Stronghold pip loss

in PvP

Posted by: Naix.8156

Naix.8156

It is far too easy to lose 2 pips in stronghold compared to conquest. Until this is remedied stronghold should be avoided in pvp.

If you are queuing as a group Stronghold is an absolute farm-fest:

1) ‘competitive’ players don’t like it and aren’t playing this gamemode
2) the map mechanics are very poorly implemented so as soon as one team is on lord defense they lose. This is primarily due to factors that create ‘slippery slope’ and the map lacks comeback mechanics:
- they can’t spare players to run supply, run back and spawn creeps, then escort or push to remove any remaining guards ahead of the breakers
- the pushing team has players free or running back on respawn to grab heros to push harder

Basically, this gamemode is, imo, Anet’s worst implementation of a pvp map thus far. It could be salvaged potentially, but the fact that very very little was adjusted based on player feedback from the betas makes me think this map will probably end up the same fate as SkyHammer and just straight up be avoided. But in the current sate of the game, where matchmaking manipulation more important than actual PvP’ing you can and should take advantage to farm those pips while you can. Anet will also be excited to see players playing this map and falsely assume that people are playing it because it provides a fun pvp experience.

With and organized team, just 4-push with all door breakers at start and one player goes on defense. 4-push group will need one or two support to heal/support the doorbreakers. Defender player can either gank the doorbreakers while the enemey players rush way ahead to kill guards, or aoe/cleave doorbreakers through the gate, or go in and out of the portal to chip them down etc. All the defender player needs to accomplish is to stall the enemy team until your 4 push breaks the inner gate. At that point your team wins, its just a matter of time (for the reasons listed above).

A coordinated team can typically win in around 3-4 minutes over a team of solos and/or duo queuers.

(edited by Naix.8156)

Stronghold pip loss

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Posted by: Dream Shake.8741

Dream Shake.8741

Naix, this is only true when it’s an organized versus newbs. I got farmed a few times as solo queuer vs premade but unorganized vs unorganized it’s pretty balanced. A smart team would know not to defend with 5 people at lord unless it’s at the end of the game. If the attacking team wipes, this can completely turn a match as now the defending team can summon tons of breakers with the supply from kills and get ready for hero channels. Channeling heroes can be a comeback mechanic as getting both would give lots of points.

I mean I wouldn’t play it if going for a higher tier/division just to avoid the risk of meeting a premade that could roll me and make me lose 2 pips but otherwise I find it a cool map.

Stronghold pip loss

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Posted by: Naix.8156

Naix.8156

Naix, this is only true when it’s an organized versus newbs. I got farmed a few times as solo queuer vs premade but unorganized vs unorganized it’s pretty balanced.

It is far too easy to lose 2 pips in stronghold compared to conquest. Until this is remedied stronghold should be avoided in pvp.

If you are queuing as a group Stronghold is an absolute farm-fest:

My suggestion to OP is to consider team queuing (also combine it with other matchmaking manipulations available to him/her such as grabbing a smurf to queue with) and using SH to farm for pips off instead of soloq’ing into that gamemode.

Stronghold pip loss

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Posted by: Naix.8156

Naix.8156

A smart team would know not to defend with 5 people at lord unless it’s at the end of the game.

With an organized group once you are on lord it is the end of the game. The defending team is forced to commit a lot of players to the defense of the lord. Hence, if you get on inner with an organized push of 4 or 5 players the defending team is forced to react and match numbers.

If the attacking team wipes, this can completely turn a match as now the defending team can summon tons of breakers with the supply from kills and get ready for hero channels. Channeling heroes can be a comeback mechanic as getting both would give lots of points.

Its unlikely at even moderate level play to pull a quick five player wipe on the pushing team at lord. For discussion’s sake, let’s say that quick 5 wipe does occur. The pushing team’s response is to respawn, group-up and immediately push lord again. In approximately kitten a 5 man push with full all their cds up are on your lord again. Meanwhile the defending team needs to collect supply (either for lord room or mid point channel) then run back to summon breakers for counter push, then commit player(s) to guard breakers and clear any guards at each gate.

Often the defensive team can’t spare the players to head out to channel the heroes either and its instead the pushing team that picks up the hero channel(s) – if even necessary at all. This is why SH isn’t as fun as it could be because the game is often over minutes before win is awarded. This is anticlimactic as players are forced to play out the inevitable.

At high level organized play, or in a world where Anet matches organized teams versus organized teams, different strategies would likely emerge. But for the current state of match making and the SH gamemode, just get a team q together and farm pips with the zerg rush strat.

(edited by Naix.8156)

Stronghold pip loss

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Posted by: zxstanyxz.8769

zxstanyxz.8769

Naix, this is only true when it’s an organized versus newbs. I got farmed a few times as solo queuer vs premade but unorganized vs unorganized it’s pretty balanced.

It is far too easy to lose 2 pips in stronghold compared to conquest. Until this is remedied stronghold should be avoided in pvp.

If you are queuing as a group Stronghold is an absolute farm-fest:

My suggestion to OP is to consider team queuing (also combine it with other matchmaking manipulations available to him/her such as grabbing a smurf to queue with) and using SH to farm for pips off instead of soloq’ing into that gamemode.

we were queueing as a team (anywhere from 3 to 5 queue) but when you come up against a team running with 3 ele’s there’s no possible way to defend or defeat them unless you have the same (which we didnt have)

the issue isn’t winning or losing, its the fact that every loss we had on stronghold was a 2-pip loss, yet every win was only 1 pip. most likely due to the way the score is calculated for the lord kill as its a near-guaranteed 250+ point win making it a 2 pip loss if they get the lord kill first