Once upon a time it was planned that Stronghold and Conquest would be in the same queue. So that people could expect a consistent amount of the time they have to dedicate once queuing up, stronghold was given a timer of 15 minutes. People complained about how bad of an idea it was to have two game modes which required entirely different builds in the same queue. Thankfully Anet realized this was true – after all these are two entirely different game modes and should not be treated the same! However one issue remains… a blight upon the game mode, an artifact of the queue sharing days, that is the 15 minute time limit in stronghold. Now that people can queue for Stronghold separately from Conquest I can not comprehend why it has a 15 minute timer. There are a few pros I can see, which I will list below, but I can not see these out weighing the cons. Simply put, one of the things conquest was lacking is a visceral “climatic” ending that we see in MOBAs which have grown hugely popular (and this game mode is clearly based upon). Pushing into the enemy’s base with your entire team, or defending your own base from the enemy’s team, not being sure who will overcome who and make a final push for victory, is exciting not only for players but also for spectators. Now why would they promote the promise of adding this missing component to PvP and then slap a timer to potentially remove it? I should be fighting the enemy not a timer.
They added overtime to partially address this issue, but it doesn’t feel good at all. If your team is defending with less points, which if fairly common since you are rewarded many more points for being offensive, then the moment you stop the enemy from attacking your lord you lose… So what is the point of even defending in overtime? The only way it works is if you have an ally sneak their way to the enemy team’s lord while your team is fighting at your lord room and your ally engages the enemy lord before you wipe the other team (and probably lose because you have less points). It’s unlikely this will ever work though, because by sacrificing that extra person (or however many you send) your team on defense will likely be outnumbered.
Pros of Timer:
- Guaranteed Game Length (potentially +6 minutes with overtime)
- Good for scheduling tournaments
- Easy to keep reward system consistent
Cons of Timer:
- Chance for a “disappointing” ending if game ends before timer.
- Needlessly increases the complexity of the game mode by adding another win condition by points.
- I was personally disappointed when I would bring friends into this game mode explain to them our goal of killing the enemy lord (which they are familiar with due to playing MOBAs) but then the game would end by a timer and I would have to explain that there is an arbitrary timer in place which determines how long games can be.
- Makes comebacks nearly impossible after ~13 minutes, depending how close the game is.
- Overtime is awkward and a poorly placed band-aid for a bigger issue.
For stronghold to be ideal to me, I would like to see the timer removed. To avoid games lasting forever death timers could be increased steadily after 15 minutes, and we would be allowed to spectate teammates while we wait to be ressed (adding a moment of glory for teammates if you ever spectate them during important plays). Additionally I’m sure there is a concern for rewards, for which I suggest increasing the rewards after 15 minutes as well, scaling up to double the rewards of a 15 minute match if the game goes on for 30 minutes, but the scaling stops there (to avoid abuse). I think it’s unlikely for games to last much longer than 15 minutes anyway, most games are currently over in under 15 minutes, which if fine by me. My experience with the timer has been less than pleasant however, and I have only had it stop close games prematurely.
Maybe I’m missing some benefits of the timer, such as stopping OP team comps, but as it stands now I look at the timer with resent, as it stops many team strategies from developing in the first place. You are required to be very offensive in under 15 minutes so anything that lacks that is not going to be a valid strategy. I don’t think turtling will be too strong of a strategy, since mist essence spawns very rapidly late game, which can also be a tool they use to make games end in a reasonable time.
TL;DR: Time limit in Stronghold seems unnecessary and removes the entire concept of the gamemode. Overtime is an awkward mechanic to fix it, as defending with less points just means you delay your defeat. More natural mechanics should be implemented to prevent excessively long matches.
EDIT: There seems to be a big concern over stalemates. To prevent games from dragging out mist essence could spawn very rapidly after the 15 mins. Additionally, mist heroes could have an extra “stalemate preventing” special effect, like say if a team has already summoned 5 mist heroes, their future summoned mist heroes will use their battle cry every 10 seconds. These are just ideas, all I really want is the timer removed. Short games around 15 minutes are fine, but let the mechanics of it feel more natural.
(edited by Smigleesmits.7540)