The more I play Strongholds, the more I hate it. Bring KOTH back, thanks.
I agree. Some are super passionate about it, but KOTH is a lot more exciting for spectators and players.
KOTH would be nice to have as well but Strongholds is so much better for both watching and playing IMO. I actually wrote a big ass post about why Strongholds is awesome on Beyond:
1. The game won't end due to time running out.
- In other modes playing for time is something you regularly see. It draws the game length out and usually isn't very interesting to watch or play.
2. A team is scoring at all times.
- This keeps tension high and means that one team is almost always being aggressive because points are always at stake.
- In games like King you can have an entire hill go by with no one setting foot in it or in Oddball where the ball is left just sitting there. It can create long sections where nothing is really going on and can create some pretty "stalematey" gameplay.
3. The game is very high action.
- Because one team is always winning points the other is always on the offensive. It creates this interesting dynamic of constantly flipping which team is attacking and defending; there's never a stalemate in Strongholds
4. A point has to be captured for a team to score.
- This helps prevent what I call "scrappy time". You immediately start scoring upon entering the hill in KOTH whereas in Strongholds you need a properly coordinated push to control the point until it's captured.
5. - A player isn't required to be "incapacitated" for a team to be scoring.
- I've never been that keen on the dynamic where one player is forced to lose their weapon, move more slowly or remain in one location to score. This is largely just a personal preference for when I'm playing but it does have a fairly major impact on my last point.
6. There is a much greater potential for comebacks.
- Having a large point deficit in King or Ball makes it far more difficult to come back and win than in Strongholds, couple of the previous points link into this:
- No scrappy scoring means if you lose control you can't expect to gain those last few points from scrappy plays such as suicidal pushes.
- Not incapacitating a player means that if the losing team gains control they aren't put at a disadvantage when scoring making it easier for team to maintain control.
- This can make for some extremely exciting and clutch matches. It's not often you'll see a match of King or Ball where a team comes back from losing 0-99 and wins. That can happen in Strongholds (I've actually had a number of games had something similar occur and that's in solo matchmaking...).