Increase Damage of All Siege Weapons

Increase Damage of All Siege Weapons

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Posted by: Snow.5269

Snow.5269

Siege weapons were originally introduced with the intent of being a “Anti-Zerg” tool/mechanic. However, as time as moved on & players are now in full exotics & using consumables siege weapons have become little more than a annoyance. Seeing as how prominent zerging has become, to this extent siege weapons have failed.

Yes I am aware there are “improved siege weapon” via mystic forge. Again, damage increase insignificant.

It takes like 3 cannon shots to down 1 person, who is auto revived within a matter of seconds by the zerg. Its just silly. What I am proposing is A-NET takes another look at siege weapons case by case & make damage increases as necessary.

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Posted by: deltafrog.8094

deltafrog.8094

Have you tried shooting downed players :P. It will do wonders for you. If you’re in a group with 3 people on (for instance) ballistas, it’s badge farming galore. Call out downed players and shoot them. Suddenly you realize… wait there were 4 people riving and their downed as well… keep shooting… suddenly 10 enemies are dead at one spot just because they wanted to revive.

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Posted by: Jake.1842

Jake.1842

What delta said. If you have a bunch of arrows carts on a wall, and a zerg tries to take out the wall without using their own siege or taking out yours first. Good luck to them.

Faelinor | Sanctum of Rall

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Posted by: aKIRA.7123

aKIRA.7123

and if thats not enough, you can always upgrade em via mystic forge

Azuna Hatsue | Sonya Hayashi
Jaunty Chaps [LAD]

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Posted by: Forest.4197

Forest.4197

From the perspective of a server that often finds itself outnumbered everytime people enter wvw, siege weapons definitely need to be re-evaluated. Time and time again, we capture a tower, only to have it taken away because one of the only tools used to even-up a playing field doesn’t even do it effectively. People have the capability to tank arrow carts now, ballistas don’t do much because you need to place them right against the edge of a wall (to avoid obstruction), which makes it an easy target for AoE.

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Posted by: DemonCow.5328

DemonCow.5328

Please no. I don’t want to see 6 enemy Omega Golems marching through my garrison gates even faster.

Edit: Arrow carts, sure. Or remove the 5-person cap on aoe damage. but not ALL siege weapons.

[TI] Taking Initiative- Tarnished Coast
Guild Leader
takinginitiative.enjin.com

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Posted by: Forest.4197

Forest.4197

Make siege weapon damage inversely proportional to how many orbs you control! Since servers who own all the orbs are usually the servers that have more people on anyway, I think this is balanced.

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Posted by: Junkpile.7439

Junkpile.7439

Seems like people think that idea is just sit in wall and push 1, 2, 3.

Low quality trolling since launch
Seafarer’s Rest EotM grinch

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Posted by: Jski.6180

Jski.6180

They need to add in more small arms Siege Weapons things you do not need to make but can buy with a cd on use. Such as a pot of pitch a small aoe of fire but it dose high dmg over time or something like a pit fall trap. The thing about making all siege weapons doing higher dmg would make it imposable to take any thing if you have 5 ppl manning arrow carts and Ballistics

Main : Jski Imaginary ELE (Necromancer)
Guild : OBEY (The Legacy) I call it Obay , TLC (WvW) , UNIV (other)
Server : FA

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Posted by: Hexd.4796

Hexd.4796

I wouldnt oppose increased damage if they increased the cooldowns; no more machine-gun arrow carts

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Posted by: HenryAu.7523

HenryAu.7523

On the topic of siege weapon, I would like the trebs have a shorter range but pack even more structure damage. They should be in the field where the defenders can try to push out and kill them because they are such a threat. Make it more exciting than the “Ok I built this treb on SM 3rd floor where no enemies can reach it, now you push 2 for the next hour until that tower wall is broken.”

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Posted by: OCDouglas.5401

OCDouglas.5401

@HenryAu

but the whole point of taking the towers is because theyre in reach for trebs to siege the next objective. Though SM 3rd floor does seem kind of excessive, if you decrease the range, trebs would drop in efficiency like crazy on all the other BL.

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Posted by: HenryAu.7523

HenryAu.7523

@HenryAu

but the whole point of taking the towers is because theyre in reach for trebs to siege the next objective. Though SM 3rd floor does seem kind of excessive, if you decrease the range, trebs would drop in efficiency like crazy on all the other BL.

Yeah I understand and I guess that’s why the trebs have that exact amount of range. It just barely hit the keep/garrison wall from the towers. However the treb stuff going on in EB just seems ridiculous to me.

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Posted by: mangarrage.1062

mangarrage.1062

Seige weapons are anti zerg
One or 2 seige weapons, which is alot of what I have seen isnt anti siege
When you take a tower and want to hold it, not even 2 minutes 3 at most you should have at minimum 7 seige built, yes built not dropped-built
Don’t think that a pair of arrow carts are going to fend off 40-50 people

I at no point want to see large groups taken out with like 2 or 3 seige

Last Friday we took 1 tower first that tower in the first 5 minutes prolly had about 10 seige in there minimum, all built and an upgrade started
Thats how you defend

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Posted by: Raap.9065

Raap.9065

I wouldn’t be against a slight damage increase (~10%) on arrow carts/superior arrow carts to compensate for AOE killing them so fast, but damage-wise the other siege equipement is fine.

That said, ALPHA golems are mostly just mobile rams. I think their skills 3 and 4 could use some changes in the utility aspect, since they are not great. Perhaps the pull ability simply needs 1200/1500 range so it can be used to pull people off walls.

On a side note, I’d like to see more siege equipement added to the game, not just damage-dealing ones, utility aswell.

Swift Mending – Guardian
Thorny Scrub – Thief
Desolation

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Posted by: shortcake.8659

shortcake.8659

A normal ballista would have taken 11 shots to down my warrior. That’s without using any healing or dodge. Arrow carts aren’t even remotely threatening to anything unless there’s 3 or more. One player can heal a downed player for significantly more health than one arrow cart can deal in damage, so have fun even finishing someone off if you do manage to down them.

some terrible idiot in [pre]

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Posted by: Hexd.4796

Hexd.4796

I wouldn’t be against a slight damage increase (~10%) on arrow carts/superior arrow carts to compensate for AOE killing them so fast, but damage-wise the other siege equipement is fine.

That said, ALPHA golems are mostly just mobile rams. I think their skills 3 and 4 could use some changes in the utility aspect, since they are not great. Perhaps the pull ability simply needs 1200/1500 range so it can be used to pull people off walls.

On a side note, I’d like to see more siege equipement added to the game, not just damage-dealing ones, utility aswell.

Siege towers anyone? Epic

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Posted by: Sniku.6837

Sniku.6837

remove all siege weapons pls

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Posted by: Jski.6180

Jski.6180

I wouldn’t be against a slight damage increase (~10%) on arrow carts/superior arrow carts to compensate for AOE killing them so fast, but damage-wise the other siege equipement is fine.

That said, ALPHA golems are mostly just mobile rams. I think their skills 3 and 4 could use some changes in the utility aspect, since they are not great. Perhaps the pull ability simply needs 1200/1500 range so it can be used to pull people off walls.

On a side note, I’d like to see more siege equipement added to the game, not just damage-dealing ones, utility aswell.

What about the Omega Siege Golem he a nice upgraded version. Now the upgrades for the other siege weapons should be more then just more hp.

Main : Jski Imaginary ELE (Necromancer)
Guild : OBEY (The Legacy) I call it Obay , TLC (WvW) , UNIV (other)
Server : FA

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Posted by: Ari Kagura.9182

Ari Kagura.9182

More damage for siege weapons would be nice, though what would be more interesting would be different siege weapons; like weapons that would allow you to temporarily tame a variety of monsters and use them against your enemy. I’m sure Asuran technology could do that.

Here’s an extreme mock-example courtesy of the crazy folks from Kaineng: http://www.youtube.com/watch?v=Fe6LLWUjaJY … though, I’d imagine my suggested weapon would mostly work on lesser creatures instead of a big-A champion grub.

How about a really big launcher? See attached image. Sure there’s the Trebuchet … but this kind of launcher would loads of awesomeness! Heck! Maybe even allow players to get in the launcher and … hope you land in the keep and not in the other team’s battleground.

Attachments:

“I control my fate!” — Claire Farron
I am Fleeting Flash, in-game dungeon cosplayer of Reddit Refugees [RR] .

(edited by Ari Kagura.9182)

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Posted by: Lord Aargadon.4135

Lord Aargadon.4135

Two suggestions. But first, don’t increase siege weapons damage, they are good as is.

1. Well what I think would be a cool idea is to have an “armory” upgrade that could be built making anti-zerg enviromental weapons available at so and so, such as portable mortars or some sort of Asuran hand-cannon, anything that gets good AoE or control effects for pushing people away from corpses.

2. This is pure crazy, but having a skill, effect, or defensive siege that prevents (permanently or temperarily) resurrection, in the form of of a anti-res field or condition.

Increase Damage of All Siege Weapons

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Posted by: Ari Kagura.9182

Ari Kagura.9182

Two suggestions. But first, don’t increase siege weapons damage, they are good as is.

1. Well what I think would be a cool idea is to have an “armory” upgrade that could be built making anti-zerg enviromental weapons available at so and so, such as portable mortars or some sort of Asuran hand-cannon, anything that gets good AoE or control effects for pushing people away from corpses.

2. This is pure crazy, but having a skill, effect, or defensive siege that prevents (permanently or temperarily) resurrection, in the form of of a anti-res field or condition.

In regards to #2, there was a Ranger spirit in GW1 that prevented resurrection. I remember using it a few times when I was doing hard modes because some hard mode monsters would keep resurrecting each other. It’s called Frozen Soil … it might be interesting to see how something like that could be utilized in WvW. If anything, I’d imagine some kind of frozen blast that could be launched in a set area that could severely hinder resurrection of downed and defeated players.

“I control my fate!” — Claire Farron
I am Fleeting Flash, in-game dungeon cosplayer of Reddit Refugees [RR] .

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Posted by: Lord Aargadon.4135

Lord Aargadon.4135

:D Yay a GW1 vet, you made my day with the FS reference.

Op and others do you think something like frozen soil could solve this issue with zergs nonstop rezzing and therefore indirectly help with siege damage?

Edit- Also if you do see this and like the idea of anti-res field/weapons, feel free to create a new thread about this if you feel the need to.

(edited by Lord Aargadon.4135)