[ZERG] Grímsdóttír
Your Below Average Commander and Sub-Par Guild Leader
So, the lack of incentive to defend wasn’t enough was it? (of course I mean the XP, Karma and WXP gained from defending); Now you go and make it impossible for small groups to defend anything successfully by adding Line of Sight requirements for Arrow Carts? ARE YOU KIDDING ME!? As hard as it is to stop Omega’s as it is, now AC’s have to be in an even EASIER position for them to be destroyed. This is straight crap. AC’s were fine just the way they were, what is with this?
They probably did that to avoid “zoomhackers” at gates throwing ac abilities behind the gate – and far into the tower/keep destroying all siege there.
Imho, they should have made it line of sight before launch.
Since when?
Afaik there haven’t been any changes to arrowcarts since they were buffed to insane range and power months ago.
I agree, the LoS on AC is completely broken, you have to imagine yourself as a first person to try and see where a ac can be placed, and even then the collision on such ridiculous things like a outjut that is 2 inches higher than my ankle can block a AC shot.
meanwhile a catapult sits at the wall with 50 people standing around waiting for the wall to fall.
this is broken and needs to be undone.
Since when?
Afaik there haven’t been any changes to arrowcarts since they were buffed to insane range and power months ago.
Yeah I am lost…but then again I avoid all siege….so maybe someone will enlighten the both of us.
If the siege can see the player, then the player should be able to see the siege. If the siege is at 1200 range from the player and it is hitting the player, then the player should be able to target the seige.
I havent seen any information about this in any patch. As far as Im concerned there are still non-punished “enhancers” which allow you to shoot from corner, from very far away of any conceivable line of sight and behind doors, which, in my opinion and anyone who cares for the health of WvW, should NOT be allowed.
Defense has to be viable without being overpowered. Anyone who actually cares about the health of WvW would realize that making arrow carts require line of sight will also require a significant buff to defensive siege to offset the loss of defensive capability. I mean significant like cannon and oil operators get permanent stability and -90% damage taken while operating a cannon or oil (untraited). Really the only reason arrow carts are even usable over ballistas is the lack of a line of sight requirement.
The proper way to make defense viable but not overpowered is this:
- Reduce mortar max range by 50%
- Trebuchets can no longer be built inside structures under the control of their owner.
The Trebuchet was intended to be an offensive weapon to defeat otherwise impregnable defenses. Too often they’re used defensively from within towers. The counter to a treb should be having to leave the safety of a tower to take the treb out, either with a strike team or a whole raid.
The Trebuchet was intended to be an offensive weapon to defeat otherwise impregnable defenses. Too often they’re used defensively from within towers. The counter to a treb should be having to leave the safety of a tower to take the treb out, either with a strike team or a whole raid.
No.
The delicate balance is;
Even though it was weird that arrow carts didn’t previously need line of site and felt inconsistent with other siege, it was still more balanced that way. This makes it impossible to place arrow carts in most towers and many keeps that can’t be AoE’d. More commonly people are going to have to resort to firing their AC at their own gate which doesn’t even hit the rams if they are placed at 600 range.
I think it is clear the developers want more PvD because a majority of WvW updates have just buffed offense and nerfed defense. Many people think PvD and karma training is the biggest problem in WvW and the most recent WvW updates have only made those issues worse. Catapults don’t do damage to siege when firing through the gate anymore which many people don’t know, though that was added many months ago.
Defense is nowhere near what is should be. It should take the attacking force at least 2x the numbers of the defenders to succeed. Currently wall fighting is completely slanted towards the attackers….which is crazy in itself.
I don’t think defense is weak at all right now. I think the lack of real choices as to what to use is. I am sick and tired of seeing absurd amount of AC that is enough to take my full PVT geared Guardian down in a matter of 2-3 seconds. That is not what defense should be. Sadly that is all I see now a days.
As for cata doing damage to siege that was taken out because it was way too OP. You can’t hit that cata inside the tower but it can hit your rams? Nah no thanks man.
Well, I have found that with my warrior, it typically takes two AC’s to get me off the ram. I’ve got tons of natural health regeneration and also PTV gear. On my guardian I can’t survive quite as well on the ram. There’s always the option of going for the wall if it’s AC’d so I dunno that defense can yet be considered OP.
Defense is meant to slow down for back up, not to hold up on its own. You cant expect to push out a 40 zerg with omegas with only 5 people, youre meant to slow them down, deny any rams, and call in backup
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