I noticed while playing that I could win whole games on my own in Dominion because all 5 of the other players would completely neglect middle and just bash on each other like a lopsided game of Brawl. They wouldn't take the points gained from murdering minions seriously. Several times my friend complained that the scoring system was borked when honestly I had been mowing through and slaughtering minions from start to finish with no let up.
Minions need to be more of a threat, something players shouldn't just ignore. Perhaps, alongside capturing points in Dominion, there are more interesting boons on the battlefield. A nest of Arbalests will eventually be crewed by minions if the enemies don't see fit to cull their numbers, giving raining arrows on one of the points. Perhaps minions could man siege breaking weapons that open up shortcuts massively inconvenient to one side of the fight (mirrored for obvious reasons).
It bothered me that on Point B, the minions hardly ever swung, at me or at enemy minions, it looked very dull. I didn't take them seriously and I marked all of one time in my memory they actually smacked me up enough I felt I had to adjust my position on the field, and even then I only moved 2 yards from the middle of the horde.
The occasional special minion squad would be interesting. So the game doesn't get bogged down by large random packs of nonsense (think diablo 3 elite groups), the game could release groups of the same kind of unit instead of littering the current horde with whatever; You'd get a pack of archers traveling as a unit that can chip at your health from range. Perhaps a pack of armored up minions with more health and armor. The game wouldn't just spawn lone archers and mini knights in with the regular crowd. Have certain minions that need a bit of thought to take them out besides mashing the kill button. They aren't any harder to kill but the game shouldn't reward you for mentally checking-out at the controller. This kind you have to shoulder bash once before a single swipe kills them, that one needs to be dodged. Kind of like a 1-step hero battle.
Let the minions roam a bit too. The pushing mechanic on Point B is great, but you can always assign smaller squads to roam. Imagine the sight, 4 enemies locked in battle when a tiny horde floods through the fight trying to be helpful lil soldiers.
Also, honestly, I shouldn't be able to win whole matches just on minion kills. I should just about break even with my teammates. A winning strategy should involve more than just a third of the team.
Perhaps a siege mode that involves protecting minions at various stages (Like Payload missions on Team Fortress 2 with the minions playing the part of the bomb). Imagine if you will the first stage, you're outside the castle and a ways out. You're protecting a group of minions who are turtled up behind shields pushing a ram into place. Enemy players are tasked with destroying this formation and scattering your forces. When you make it to the wall, the second map starts, the doors are busted and your minions have to make it through the castle defenses, you've got to work your way across the walls and prevent the enemy from using burning oil and other drop-hazards from destroying the majority of your forces. In the third stage your minions have met up to the inner keep and are trying to push through a portcullis. You have to get to the levers that raise the grills and gates, while again the enemy is tasked with putting a stop to you. Just challenges like that, with every map requiring different objectives be met.
By "win" do you mean win the match or find yourself at the top of the scoreboard?Originally Posted by Rahnzan Go to original post
If the former, then congratulations, you were doing what you were supposed to be doing and carried your team!
If the latter, then congratulations, you were doing what you were supposed to be doing and came out on top!
Honestly, this just sounds like a misunderstanding of team dynamics and the importance of keeping control of the Front. If you're playing a Vanguard, there's almost no reason for you to leave the mosh pit and cleave your way through minions (we made a whole guide about it over here). It was also the fault of the other team for not intercepting you.
I think the maps are chaotic enough without siege weapons entering into the equation, especially with some of the feats, and they're laid out well enough that I couldn't even imagine where shortcuts could open up within most of them.Minions need to be more of a threat, something players shouldn't just ignore. Perhaps, alongside capturing points in Dominion, there are more interesting boons on the battlefield. A nest of Arbalests will eventually be crewed by minions if the enemies don't see fit to cull their numbers, giving raining arrows on one of the points. Perhaps minions could man siege breaking weapons that open up shortcuts massively inconvenient to one side of the fight (mirrored for obvious reasons).
That seems odd. Unless I have that feat that heals you for minion kills, I found myself unable to stay on the Front for too long before my health was half gone and I had to leave for a zone to heal.It bothered me that on Point B, the minions hardly ever swung, at me or at enemy minions, it looked very dull. I didn't take them seriously and I marked all of one time in my memory they actually smacked me up enough I felt I had to adjust my position on the field, and even then I only moved 2 yards from the middle of the horde.
They could have captains from the campaign spawn. They still need to be dealt with the Art of Battle, but they die in 2-3 hits. That might work. It might also add unnecessary hassle to matches.The occasional special minion squad would be interesting. So the game doesn't get bogged down by large random packs of nonsense (think diablo 3 elite groups), the game could release groups of the same kind of unit instead of littering the current horde with whatever; You'd get a pack of archers traveling as a unit that can chip at your health from range. Perhaps a pack of armored up minions with more health and armor. The game wouldn't just spawn lone archers and mini knights in with the regular crowd. Have certain minions that need a bit of thought to take them out besides mashing the kill button. They aren't any harder to kill but the game shouldn't reward you for mentally checking-out at the controller. This kind you have to shoulder bash once before a single swipe kills them, that one needs to be dodged. Kind of like a 1-step hero battle.
This has been suggested before, and I still don't think it's necessary. Like I keep saying, the matches already have enough going on without encountering little groups of minionsLet the minions roam a bit too. The pushing mechanic on Point B is great, but you can always assign smaller squads to roam. Imagine the sight, 4 enemies locked in battle when a tiny horde floods through the fight trying to be helpful lil soldiers.
Maybe the other roles don't necessarily net as many points overall from boosting zones, but that honestly shouldn't matter to players, because they're all supposed to be focusing on working cohesively and winning the match. If everyone on your team were at the Front slaughtering minions, chances are (though I've never tested it) you'd still lose, because you have two points being boosted by two players each, which (I think) deals out more points overall.Also, honestly, I shouldn't be able to win whole matches just on minion kills. I should just about break even with my teammates. A winning strategy should involve more than just a third of the team.
This has also been suggested a lot, since last year in fact. I still don't know why it isn't a mode.Perhaps a siege mode that involves protecting minions at various stages (Like Payload missions on Team Fortress 2 with the minions playing the part of the bomb). Imagine if you will the first stage, you're outside the castle and a ways out. You're protecting a group of minions who are turtled up behind shields pushing a ram into place. Enemy players are tasked with destroying this formation and scattering your forces. When you make it to the wall, the second map starts, the doors are busted and your minions have to make it through the castle defenses, you've got to work your way across the walls and prevent the enemy from using burning oil and other drop-hazards from destroying the majority of your forces. In the third stage your minions have met up to the inner keep and are trying to push through a portcullis. You have to get to the levers that raise the grills and gates, while again the enemy is tasked with putting a stop to you. Just challenges like that, with every map requiring different objectives be met.
Though i am happy as long as i have a duel mode, i agree with everyone who thinks that there should be a little more options.
There is a video with Jason V. where he states that style and fancy rewards is what draws you towards the game but in the end it is the urge for mastering something that makes you stay. So i guess it is only logical that they do not try to follow every fantasy about medieval warfare scenarios and focus more on the essentials (the classic duel, the "moba-mode" dominion, and maybe brawl).
But this game stimulates the fanbases fantasy a lot. In my opinion, many of the cool ideas out there are things that gamers wished to see in a videogame for a long time and now project onto ForHonor because the setting is so unusual.
So its no wonder many fans are dissapointed about the lack of options.