stronghold needs a lil something
I’d like to propose two changes for this game mode
- Make guards have at least 3 times as much health ammounts of health, and make archers be able to OS them.
-In the event where none of guild lords die, make the overall score team scores be the decisive factor only when both teams have done enough progress. (If one team manages to destroy both gates, and the other only one gate, then REGARDLESS of the score, the one who invested their efforts more into the primary objectif deserves the win)
I think those are both good ideas. Currently you often ignore defenders and kill Guards with a blink of an eye and there is no reason to spawn Archers at all.
Defensive NPCs need to be less meaningful, not more. If anything, the one-shot doorbreaker mechanic should be removed.
Archers need buffed regardless of what happens with guards. They need to not “squirrel” as much and need far more HP. They should be the slow and steady alternative to the quick but risky doorbreakers.
Defensive NPCs need to be less meaningful, not more. If anything, the one-shot doorbreaker mechanic should be removed.
Archers need buffed regardless of what happens with guards. They need to not “squirrel” as much and need far more HP. They should be the slow and steady alternative to the quick but risky doorbreakers.
Currently defensive NPCs are completly meaningless and die too fast, how they can be “less meaningful”?
Currently defensive NPCs are completly meaningless and die too fast, how they can be “less meaningful”?
One of the big differences between success and failure is getting the doorbreaker past the first inner set of guards. If you can stealth the DBs or keep that set of guards CCed until they die, you get your first set of DBs to the inner gate and have a commanding lead.
The necessity of killing the guards above anything else (including players) in order to progress makes the PvE aspect too strong. If the guards were a danger, but not enough to make them the priority, it wouldn’t be so bad. They should stop players from being careless and help defenders. But they shouldn’t be the dominant defense; that should be players.
Currently defensive NPCs are completly meaningless and die too fast, how they can be “less meaningful”?
One of the big differences between success and failure is getting the doorbreaker past the first inner set of guards. If you can stealth the DBs or keep that set of guards CCed until they die, you get your first set of DBs to the inner gate and have a commanding lead.
The necessity of killing the guards above anything else (including players) in order to progress makes the PvE aspect too strong. If the guards were a danger, but not enough to make them the priority, it wouldn’t be so bad. They should stop players from being careless and help defenders. But they shouldn’t be the dominant defense; that should be players.
They (Guards) die as easy as Rangers pet, so not sure if you’re serious.
The guards just inside the outer gate are directly and immediately in the path of the DBs. Those guards have enough HP that if you don’t CC and kill them in a few seconds, they can cleave some or all of the DBs. It only applies to that set of guards.
The guards just inside the outer gate are directly and immediately in the path of the DBs. Those guards have enough HP that if you don’t CC and kill them in a few seconds, they can cleave some or all of the DBs. It only applies to that set of guards.
I honestly want to see both door guards and door breakers immune to player damage, and only OSable by archers. The lord and his body guards should remain as they are. But even I know that is a bad idea.
The guards behind the first gate are fine, I think they should just put 1 guard that has insane amount of health there instead of them, like 10 times what a guard has right now. he can be CC’s until DB make it through, or perma blinded, or stealth the DBs. If you dont wanna have to do that, then I propose archers to OS everything that is NPC expct for the guild lord’s body guards.
I think what Stronghold needs is way more maps.
There should be as many stronghold maps as conquest maps to choose from.
I think what Stronghold needs is way more maps.
There should be as many stronghold maps as conquest maps to choose from.
Don’t ask about Skyhammers in Stronkhold, because Anet could add some …
Just say it…strong hold is boring & no matter how you tweak it, the mod is boring.
Just say it…strong hold is boring & no matter how you tweak it, the mod is boring.
How can you say Stronkhold is boring, if the only other mode is Failquest, which is the most boring mode ever made to watch/play?
Imo they should give players a channeled ability to teleport back to base like league. Death timers should also increase as they games progresses. Finally, remove trebuchet. Stupid artillery getting in the way of fun.
I can agree with a 10 second channel return to base button for stronghold. I havent actually felt like playing this mode yet since BW2. So maybe it is more interesting now.
Currently defensive NPCs are completly meaningless and die too fast, how they can be “less meaningful”?
One of the big differences between success and failure is getting the doorbreaker past the first inner set of guards. If you can stealth the DBs or keep that set of guards CCed until they die, you get your first set of DBs to the inner gate and have a commanding lead.
The necessity of killing the guards above anything else (including players) in order to progress makes the PvE aspect too strong. If the guards were a danger, but not enough to make them the priority, it wouldn’t be so bad. They should stop players from being careless and help defenders. But they shouldn’t be the dominant defense; that should be players.
I think the point of those first two guards is to prevent ‘snowballing’. How it is snowballing, basically one good push and you can get all the way to the lord. I don’t think it is intended that your door-breakers that kill outer make it to inner. However I do like how critical those moments are right after the door busts open, their PvP need to have more critical moments like this. It will be intresting to see where the ‘meta’ of this game mode goes. I wonder if it will become like AB in WoW where it’s just a PvE rush to the other lord and see who can DPS the quickest (for pug games at least). Or if the dominant stratigie is going to be to play 5 defensive with a good team comp and win on points (because nobody is getting a gate down with 5 players AoE around the NPC’s). I think the best is to let it settle down into a Meta and only change things if they are to gimmicky untill we have a clear ‘meta’ and tweaks can be made.
Main Class – Ranger [Bezerker/Trapper Hybrid]
Main Mode – WvW [Gate of Madness]
Imo they should give players a channeled ability to teleport back to base like league. Death timers should also increase as they games progresses. Finally, remove trebuchet. Stupid artillery getting in the way of fun.
100% in favor of longer death timers as the game progresses. it would change the game late game so much.
currently a Boyfriend main :P
Waiting To ReRoll Mystic & Forget About Tyria
Anyone PvPing in this gamemode is hurting the team much more than people who is PvEing.
4x Necromancer, 3x Mesmer, 4x Guardian, 4x Thief, 4 Revenant
Anyone PvPing in this gamemode is hurting the team much more than people who is PvEing.
Thats because imho Guards should be immune to Player damage as long as they have allied Players around, it’s too easy to ignore Players… and this way you would have to focus Players.
Anyone PvPing in this gamemode is hurting the team much more than people who is PvEing.
Thats because imho Guards should be immune to Player damage as long as they have allied Players around, it’s too easy to ignore Players… and this way you would have to focus Players.
No need to fight. Just hide behind the door and /sit. Enemies can’t hit you. Guards can’t be killed.
4x Necromancer, 3x Mesmer, 4x Guardian, 4x Thief, 4 Revenant
No need to fight. Just hide behind the door and /sit. Enemies can’t hit you. Guards can’t be killed.
It could have certain range, like cap spots in Conquest. Players would need to stay there to grant immunity to Guards.
Point is: we need something to force players to focus enemy Players over NPC first.