Hey everyone,
This has come up before and I thought I would give some insight as to why the capture points are the way they are.
When we look at the data we have for capture points, we notice that fights on bigger capture points tend to run much longer than capture points that are smaller. It makes sense, when players are able to use skills to guarantee hits on players that are on point, instead of the missing players that are on point but running around the outskirts of the point. This means on smaller cap points players will need to weigh the risk of being on the point and know when you need to rotate out.
Question time:
How do we like smaller capture points knowing that they reinforce fights coming to an end?
Would you change the mid point to be larger?
Would you change the side points to be larger?
We want to reward players for playing the map while it is in Beta and give a cool title to represent that you were there during its beta phase. The beta tag will not be there forever as we will make changes to the map to bring it up the level of other conquest maps. The achievements are in for around 3 months, going from an entire off-season into a full active season.
After talking with the team we do agree it will be hard for players to get their Capricorn achievements so we have gone ahead and pinned both Coliseum and Capricorn for the next two weeks. Thank you all for you feedback and we will see you in the mists.
Just wanted to jump in here and give a quick summary list of some of the feedback in this thread.
Have treb take damage from condi’s and crits
Rotation speed increase
Remove Treb completely
Faster fire rate
Different treb amno that supports allies on points
Teleport skill drop the siege bundle
Remember that this thread is a discussion between myself and you the community. I can’t promise any of the suggestions will be implemented or when. However, I am reading the thread and taking the feedback very seriously and passing it along to the PvP Team.
Now some additional questions:
If you could add one ammo type to the treb (poison shot, healy shot, etc.) what would it be?
How long (in seconds) do you think it should take the treb to turn from Home to Far?
How long (in seconds) do you think a damage dealer (either physical or condi) should take to kill a treb?
Thank you all for participating in the discussion and keeping is constructive.
I wanted to ask the community what your thoughts are on the secondary mechanic of Khylo: The Trebuchet.
The treb gives your team map wide big area damage and crowd control, at the expense of a single player controlling it. Each team gets their own treb near their base and is useable the entire duration of the match unless it is destroyed. If the treb is destroyed a player needs to run a repair kit from a designated area to the treb to repair it back to full health.
What do you like about it?
What do you think needs improving?
If needed, what would you change?
If needed, what would you add?
If needed, what would you remove?
That was one of the earlier iterations of the secondary for RotC. We felt like teams that went for the bell early could get “robbed” of their hard work by not getting the third or fourth bell capture. We wanted the secondary to be about the more your team commits to the bell the more your team gets out of it.
Thanks for reporting this! I have a couple questions that may help us solve this issue faster.
1. Did you immediately spawn into the wall after taking the spawn teleporter onto the map?
2. Do you remember where your character was when you first became stuck in the wall?
I am super happy to see people so excited about the mist champions. I can’t promise that any of the suggestion will make it into the game, but I have written down all of the suggestions.
Dunno If it’s possible, but it would be really cool at the end of s4, having an achievement + title like “Ascension Legend” unlocked only If you reached in every season the legendary division (so you already have all primordial , exalted etc. Titles).
Really “legendary”
Interesting. . .
Alright let’s say that you need to include “Legend” in the title. What titles would you suggest?
I wanted to just chime in here and make some things clear as they may not be clear.
The “Year of The Ascension” achievement do not reset/clear between seasons. Whatever progress you have carries over to the next season.
If you can’t/don’t get the legendary if a specific year then there will be another way to obtain that specific backpack. I can’t go into any details on that, but you WILL be able to get previous years backpacks in some way.
We also understand the frustration of players and matchmaking this season and will do our best to make some changes for Season 3.
Most of you like periodic secondary mechanics that remain “secondary” and don’t try to overtake the conquest part of the maps.
We also would like the secondary to be more of a swing mechanic rather than a snowball mechanic
Tons of awesome ideas for reworking the Skyhammer to be more of a periodic mechanic and some general ways to improve it.
So because of how the community answered I would like to ask some questions about the treb in Kyhlo. It has been in ranked/competitive rotation since the game has been out, but the treb goes against the answers I got for secondary mechanics on a conquest map.
Questions:
Kyhlo’s treb:
Do we consider it a swing mechanic?
What do we think of it being up all the time?
Does it need to be reworked to make it fit “periodic secondary mechanics”, and if yes how would you change it?
Is the treb fine as is, and why?
Would we want to have secondary mechanics that are up all the time in future maps?
We did make a change to Season 2 GCL decay that some of you may have run into. So let me go over how the new decay works:
There is a 2-day grace period where your team’s ELO will not be affected for not playing. After this grace period, your team will lose 100 ELO each day that you continue to not play for 7 days for a maximum loss of 700 ELO. If you play 1 game at any point during this decay period, however, you will reset the decay time, which will give you a new 2-day grace period again. You can also earn all of your lost ELO back by playing games as a team. You’ll earn 10 of the decayed ELO back for each game you play.
Here’s a quick example:
My teams has 1600 ELO
We don’t play for 4 days
The team suffers from a 200 ELO decay, putting our team at 1400 ELO
If we play 20 games, we will get all 200 of our lost ELO back, plus whatever ELO we would get naturally from either winning or losing those games
Make it available only at certain times, (aka 11:30, 8:30, 5:30, pretty much like “Med” on ToSS).
Place some sort of bonusses inside the underground passages of the map.
Give it 6 uses and enable it for 1-2mins only each time.
Increase the rotation speed of the Hammer
Give it two types of ammo, 1, the current AOE dmg strike, and the 2nd, a healing shot with Condi cleanse.
Reasoning:
- I think the Skyhammer itself, the cannon I mean, its fun, but how about if we give it a healing factor too? and make it available only during certain times, that way people wouldn’t zerg it from min 00, they will (or should) try to cap first, fight on points until the “hammer” is available.
This is an awesome point and something I really wanted to ask you (the PvP community) so thank you for bringing this up.
Which secondary mechanic do you like more: A secondary mechanic that is always up and has constant impact on the map or a secondary mechanic that comes up periodically that maybe has more impact on the map?
Do you think secondary mechanics should ALL be swing mechanics or can there be some maps secondary mechanics that are more focused on snowballing the match?
If you could rework the Skyhammer secondary mechanic what would you keep and what would you change?
Awesome thread so far everyone! I really appreciate everyone taking the time to write up their feedback and keep it constructive. Let’s do a quick recap:
Remove/adjust the breakable panels at A and C point or Add second layer under the hole so players dont die, but still lose time for falling into them
Which do you like better?
Glass Panels only break from cannon fire
What do we think about this suggestion?
Enlarge the Skyhammer Platform, Add line of sight props
Add multiple portals to get to and from the skyhammer platform
Does this have to be in both places: in center of map and skyhammer platform or just the skyhammer platform?
Adjust the jump pads
Take away the ability to die from falling damage
Do we want to completely remove the ability to die from falling damage or make it only in very specific places?
Adjust middle point high ground
Do we want to completely remove this because of gameplay/camera problems or adjust it as it creates good gameplay but messes with camera
Secondary Mechanic Adjustment
Reduce Damage
Increase Cooldown
Reduce the turn speed
Remove Skyhammer from Unranked
Do we think the map simply can’t be altered to stay in Unranked?
Just to clarify, this is just a discussion and we are not specifically committing to any or all of the suggestions, but it does help us to understand how you (the pvp community) sees the map and determine what can be improved.
We’ve been discussing potential improvements to existing PvP maps, and we wanted to get your thoughts on some ways that Skyhammer could be updated to be a less of a frustrating gameplay experience.
So, what would you change? What would you keep the same?
So do I get to keep my Legendary badge for the next season?
Badges stay until the next season starts. So enjoy your badge during the current season and the time between seasons, but once the new season starts all badges will be reset.
Magic Find affects specific chests in PvP that are labeled like mobs you would kill in PvE land. For instance, the “Bird Loot Box” simulates killing birds in PvE but well a box. :P
So if you were in PvE and you looted said bird your magic find would affect that reward. As such opening the “Bird Loot Box” with high magic find will give you better loot depending on your magic find.
Thanks for the feedback everyone and I am glad everyone took time to play and time to post on the forums. I honestly can’t stress how much your feedback means to the team.
Hi all,
Below you can find a list of changes that have been implemented since the last Stronghold Beta. We’re especially interested in feedback on the new Mist Champion and the new overtime mechanic. Check out Stronghold during this weekend’s “Revenant and Stronghold Beta” and let us know what you think!
-Hugh and the PvP team
Supply
The way that players gather supply at the depot in the center of the map has changed.
Each supply pile only has a maximum of 2 supply in it at any given time.
Supply piles will replenish their stores after 15 seconds.
NOTE: There is a known issue where if player A finishes a channel while player B finishes channeling, it will cancel player B’s channel and not give them supply.
Stronghold trebuchet changes
Trebuchets will now do increased damage to Door Breakers and Archers
Trebuchets shots will now remove up to 25 stacks of stability from any targets they hit prior to knocking them down.
NPC/Champion Changes
Mist Champions
The Mist Champion system is now available in the PvP Build Menu.
More information on the Mist Champion system can be found in our recent blog, found here.
Archers
Archers prioritize guards
Archers also do increased damage to guards
Archers move faster
Guards
Guards prioritize Door Breakers
Door Breakers
Door Breakers prioritize doors
“Behind Enemy Lines”
Enemies inside your stronghold now have a buff on them “Behind Enemy Lines”
Behind Enemy Lines – Dying while in the enemy stronghold will cause you to drop 2 supply even if you don’t currently have supply
Overtime
If a game goes to time (0:00) and a lord is engaged, the game will not end. It will continue on until one of the following conditions has been met:
Hey I wanted to just poke in here and say a big thanks to everyone that has responded to this thread with feedback. I have been reading it daily, and have been remaining quiet as to not muddy your guys/gals feedback. Again thank you for taking the time to let me know what you think about stronghold.
Hey just wanted to poke in here and say thank you to everyone who posted in their feedback! The feedback we have received has been awesome and again thank you for taking the time to try stronghold and give feedback.
Our next Stronghold public beta begins in about an hour, and I wanted to take this opportunity to let you know what has changed in the map since the last time you played.
As a reminder, Stronghold will be available in Unranked Arenas beginning today at 12pm Pacific time (one hour from this post, or 19:00 UTC) and will run for 24 hours (tomorrow at 12pm Pacific, 19:00 UTC). We’ll also be broadcasting tournaments for both NA and EU today, beginning at 12:30pm Pacific (19:30 UTC) at www.twitch.tv/guildwars2.
We’re looking forward to hearing what you have to say about the map! The ArenaNet team will be at work late tonight playing Stronghold – so jump into Unranked Arena and there’s a chance we might face each other on the battlefield!
Map Changes
A number of crates/boxes have been added inside the strongholds around the lord gate to provide opportunities for line-of-sighting.
Made a number of terrain changes.
Realigned the trebuchets to be able to hit the “Mist Essence” summoning areas.
Lord Updates
You can no longer resurrect the lord after the match ends.
You can no longer kill the enemy lord after the match ends.
When an opposing team’s lord is defeated, the winning team’s lord will now celebrate the victory with a cheer.
New skill: The lord will now execute an attack that pulls nearby enemies in, knocks them down, and then does a devastating 360 degree spin. Don’t let it hit you.
Lord Room Defending NPCs
The locations for the defending NPCs in each stronghold are now identical.
The defending NPCs in each stronghold have had their health increased by 10%.
Stronghold Guards
One set of guards (between the inner and outer gate) have been removed for a total of 4 guards.
Mist Essence
Mist Champions now spawn at the following minute marks: 12:00, 9:00, 6:00, and 3:00.
The 12:00 Mist Essence will now spawn nearest to the side that is behind on score.
General
Defending Npc names have been simplified from archer, soldier, ect. to all be called “Guards”
NPCs that cannot be resurrected lose their icon on the map after being defeated
The objective icons appear on the mini map upon entering the map, rather than when the match begins.
Trebuchets has been adjusted to make hitting important objectives easier
Red-side doorbreakers can no longer be summoned before dropping down from spawn.
Players holding max (2) supply can no longer pick up player dropped supply.
Players will drop any supply they were carrying when they are defeated
This means that if you have 2 supply and die you will drop 2 supply!