Hi guys!
I was very excited initially for the Stronghold game mode, but upon playing it in the betas and finally in the final form we see now one can’t help but feel it isn’t what PvPers want or enjoy. What most people don’t know is that stronghold actually allows for a lot more build diversity than conquest and as a result has a lot of potential.
With this in mind I have come up with not one but two suggestions to improve the game mode but first we need to determine the major issues behind the game mode and why PvPers don’t enjoy it.
I will only be discussing the first suggestion in this thread to avoid clutter, the other changes are also a lot more comprehensive and does away with most of the NPCs in the game mode.
My opinion on the major problems are two fold.
A major issue is that actually fighting other players isn’t necessary for the majority of the match or can even be detrimental to winning in a lot cases.
The other issue is that strategy and decisionmaking has very little influence on the game, generally speaking the best option is for one player to stall the enemy advance by cleaving DBs down, ignoring fighting players while the other 4 players push as hard as they can. This has given rise to a lot of “cheese” strats like invisible DBs and such. Even most secondary objectives and mechanics have muted influence.
My first suggestion require relatively minor changes compared to the second option.
The supply depo becomes a capture point. Unlike conquest this capture point will decap itself when no one is present to hold it.
You can not get supply if you do not control the capture point.
To compensate for this mechanic the channel time to pickup supply should be greatly decreased and the exit points from the middle need to be moved further from the respective bases, rotating them a few degrees on a 90 degree angle to the map would be sufficient. This allows more time for someone to intercept supply runners so that supply depo control does not steamroll the game too hard.
The supply point was always intended to be a point worth contesting, forcing fights, but this isn’t the case right now and these changes solidify that.
A good counter to the control in the middle is the treb, making that mechanic indirectly relevant again.
Doorbreakers die too easily to players, even when heavily defended. To counter this I suggest giving them a “strength in numbers” buff that increases their toughness dramatically the more players are escorting them.
Addtionally I would suggest making AoE deal less damage to them the more are being cleaved with the exception of the treb which ignores the AOE reduction.
Mist Champions already are a contested objective despite being quite weak as an objective.
To make them more relevant the strength in numbers buff should double when the champion is near doorbreakers.
Additionally each mist champion should have a unique interraction to the doorbreakers and archers when they are nearby.
Suggestions for each :
Turai – Applies aegis periodically to NPCs near it. Also cleares conditions from NPCs at a more frequent rate.
Tybalt – Adds a mini-daze to every second archer attack. Adds an AOE mini-daze to every doorbreakers door bomb.
NIka – Pulses invisibility to NPCs. Addtionally archer attacks out of invis increases damage significantly.
Grimm – Doorbreaker bomb damage dramatically increased and now does a small amount of damage to players in melee range to the DBs.
Doors should have higher HP to once again promote it as a point for fights between players to break out.
Increased player count. The only issue with these changes I can foresee is that players will be overwhelmed by the objective diversity and as a result fights will still be rare compared to conquest because of this, players will go for different objectives passing eachother by.
One way to combat this effect owuld be to increase the players per side to 6, 7 of even 8.
Alternatively objective spacing and game pacing, decrease the frequency with which mist champs channels become available and slightly increase the game time limit by a few minutes.
Right so what do you guys think?
Good ideas? Bad ideas?
Would you play stronghold more if the problems I am trying to address in this suggestion were fixed? Even if my methodoly isn’t ideal?
What is your reason for not liking stronghold?
You can discuss this on the reddit here : https://www.reddit.com/r/Guildwars2/comments/4k7ql0/stronghold_my_suggestions_for_a_more_enjoyable/
Private retriever of runaway NPCs
Mistband[MIST] – PVP Training guild EU