(edited by Iluth.6875)
Breakout events need a little balancing.
Yeah I never got why the servers who don’t need it can use it. It should be like a panic button only for the guys at a disadvantage. It should be disabled for the ones who have the huge zerg and are steamrolling you anyway. I’ve gone up against people before who vastly outnumbered us and they just started the breakout events just for the purpose of trolling us. Showing up with a sea of red guys plus Siegerazer? Kinda ridiculous.
And on the topic of breakout events we need another one. If we manage to take a tower we should be able to create a tactical nuke or something to that effect. Will cost 2000 supplies and we can launch it anywhere on the map after selecting a target. it’s autoguided to that target and explodes instantly demolishing it and killing everyone inside be they NPCs or players, then it’s automatically captured by the ones who launched it and a poison mist lingers in the area for half an hour that ticks at 2000 damage per second so they cant easily flip it afterwards.
Breakout event is pretty useless, unless you start two of them at your borderlands and force enemy blob to split as you will be attacking two towers at same time.
I have been commander when enemy has started breakout events and despite the commander Siegerazer/Siegecrusher has a huge hit point pool, he is not that difficult to kill. He and the veteran dolyak move so slowly that you have plenty of time to react. If you have equal numbers (or more) than the side using the breakout event, you are most likely gonna make that event fail repeatedly. Thus the breakout event is very good for farming the outmanned side using it. Breakout event will succeed if you have large number of people, preferably more than the enemy, but then you would have succeeded without the event. Thus the breakout event is failed: it only helps if you have enough people (or own your own borderlands when you start two such events at same time, to force enemy blob to split).
Another problem is that this NPC event builds siege, catapults and ballista, way too close to the tower. Enemy who holds this tower can destroy these siege using Arrow Carts which are placed on the walls (yet far enough from enemy player fire). I think Arrow Carts shouldn’t do any damage against enemy siege. And the siege placement of the siege should be rethought, because the new WXP traits (increase AC range + larger radius) allow the defenders to destroy the attackers siege, besides golems. AC should not be an anti-siege weapon it is (it has pretty much completely replaced ballista, thanks to Arenanet’s overpowered buffs and WXP traits).
(edited by Deniara Devious.3948)
^agree with you on that. Arrow carts are stupidly overpowered now. It doesn’t make sense they can destroy siege. An arrow cart should be an anti personnel weapon only. Killing siege with an arrow cart would be like shooting a tank with a machine gun. Your bullets would bounce off. You’d need some sort of heavy armor piercing weapon to take out the tank, a rocket launcher or something, or a ballista in this case. Killing a heavily armored golem with arrows just seems wrong to me..
Killing a heavily armored golem with arrows just seems wrong to me..
I disagree with you on this. Even if you have multiple superior arrow carts you are not gonna stop a big golem rush. 4 to 10 omega/guild golems + a blob of 30-50 players is pretty much unstoppable force if you have less than 30 defenders. The golem rushers will get your keep.
Golem rushes were already a plague here in EU top tiers before the recent change, which made blueprints non-account bound. Just play against Visunah Square, EU rank #1, for 4+ months in a row and you will then understand what I am talking about. Night after night being night time golem rushed and in the morning enemy controls all of the maps.
Now the price of all siege and golems have crushed. You can get them cheaply from trading post. Visunah guys must be happy, but I also bought a “few”.
(edited by Deniara Devious.3948)