Feedback:User/Staples/GvG End Game Mechanics

Suggested changes:

GvG matches now have a staggered VoD effect. Over the course of a match, single NPCs from each base make the trip to the flagstand. This may have to be implemented on a per map basis because of differing numbers of NPCs on said maps. Each NPC has a predetermined time to exit the base and head to the stand. (Ex: If a particular NPC dies before its time to go to the stand, then during the time when it would have left, that particular base does not send an NPC). Corrosponding NPCs on each side will leave the base at the same time. Exit times would be every 2 minutes of the match. At 20 minutes, the Bodyguard and Guild Lord would head to the stand for the final battle. Catapults on relevant maps would be disabled at 20 minutes. No damage bonuses or Health reductions will occur like they did for the old VoD.

Using Frozen Isle as an example, NPCs will leave the base to go to the stand in the following order (identical for both teams):
 * 2 minutes - Back path archer
 * 4 minutes - Front bridge entrance archer
 * 6 minutes - Upper back path archer
 * 8 minutes - Ramp archer
 * 10 minutes - Back path side lord-pit archer
 * 12 minutes - Flag stand side lord-pit archer
 * 14 minutes - Back path side knight
 * 16 minutes - Flag stand side knight
 * 20 minutes - Bodyguard and Lord

Possible changes and/or food for thought.
 * Randomize archer travels but keep them identical for each base.
 * Randomize archer travels for both bases independently.
 * Forward footmen and archers on relevant maps (Imperial, Catapult maps, etc.) would not travel for the entire match.
 * Buffs to the Bodyguard to actually have a few old spells back.

Reasoning:

This system avoids some of the major pitfalls of the old VoD: builds designed to utilize a large NPC wave at the end of game to win the match, and super defensive spikes that only had the power to kill with the bonus damage and reduced health brought by VoD. The proposed system makes the NPCs more relevant to the match without making them overpowered in an end game situation. It gives a slight advantage to aggressive teams that may be able to kill NPCs before they leave the base by giving them a number advantage at the flag stand. Generally the number advantage would be quite small, just an archer or two adding a little pressure to the other team. However, this should not ruin a team's ability to mount a comeback. Lord ganks, etc. though difficult to do, can still be used to win a match. This new system should create a more dynamic game that promotes aggressive play, both of which are fun for players and spectators.

I do not claim to be the original author of this idea. I have heard it numerous times on QQ forums and other players. I am just submitting this idea in hopes it may be implemented.