Defense: The Conundrum

Defense: The Conundrum

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Posted by: SpellOfIniquity.1780

SpellOfIniquity.1780

Dear ArenaNet:

I’m writing this thread in the hopes that someone with the power to change things will read, however unlikely it might be.

I have been playing WvW/Guild Wars 2 for nearly a year now and in that time little has changed. Account bound WXP and minor QoL changes have been about all we have seen. I, and I’m certain the community, don’t expect changes every few weeks, months, or even every year. What we expect is attention to detail. We expect our developers to understand the game and the community they’re raising. And if anyone is listening at all, they should be aware that defense is a very difficult, time consuming, often 1 – 10 man job that goes un-thanked and unheard. If a tower is properly sieged, a very small group of people can defend it from a much, much larger zerg. However, there are a variety of profession specific skills that make defense much more difficult than it needs to be.
I’m about to get very in depth with logic here, so bear with me.
Offense needs to have a counter to defense. I hope that is something everyone can agree with. It is completely fair that defensive siege can be destroyed. What is unfair is the ease at which it can be destroyed. There is very little effort involved in de-siegeing a tower that has taken hours to siege. There are simply not enough places to place siege where it is safely out of harms way. Now, again I understand that offense needs a counter to defense, if siege was untouchable, 5 people could hold a tower indefinitely. However, that is not the case, and as it currently stands 90% of siege within any given tower can be destroyed in less than 60seconds. This makes defending a very difficult job and in many cases it is simply not doable. Now, you are introducing something that can deactivate siege all together? I feel that this is in very poor taste. I understand that this new addition was most likely designed so that it could be used both defensively and offensively, so as not to favor one side or the other, but a neutral stance isn’t always the best route to take. Zergs are plentiful and this will only encourage it more, which will degenerate the game in to something so one dimensional that many people will lose interest in a short period of time.
I would prefer not to write this with too strong of a personal opinion, as I believe most of what I’ve said here our WvW community can agree with. But for a moment, I’d like to state IMO that: It is far more fun to spend upwards of an hour trying to capture a tower/keep than it is golem rushing it and flipping it in 30seconds. I very, very much enjoy when our zerg is attempting to take something, but that something is so well defended that it takes an hour before it flips. That is a true siege of war. It rarely happens, but when it does it’s extremely fun. With this new trick/trap, what ever… I doubt if we’ll ever see this again. So please reconsider and assign someone if you must, to pay attention to the goings on in WvW. It is a very dedicated part of your community and I feel that we are not as unimportant as you make us feel. I am not an entitled brat whom is constantly complaining about changes and additions, I feel that ANet does a great job with this game, but there are certain aspects that are being horribly neglected.

To close, thank you for the wonderfulness that is WvW. I have spent hours upon hours enjoying every form of activity one could participate in in WvW. But one can only enjoy themselves so much when their favorite game mode is slowly degenerating in to 100% offensive zergs. So please pay attention to the little guy, and the community will thank you immeasurably.

Sincerely; dead on the wall from AOE’s…

Necromancer, Ranger, Warrior, Engineer
Champion: Phantom, Hunter, Legionnaire, Genius
WvW rank: Diamond Colonel | Maguuma

Defense: The Conundrum

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Posted by: saratoga.4872

saratoga.4872

I could not more strongly agree…..!!!!

Defense: The Conundrum

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Posted by: echo.2053

echo.2053

err what? its 45 secs not perminant. It also doesn’t say “only affects ac’s and catas”, so you could very well use a siege disabler on the attackers siege turning it in stragety. Last but most important part is whether or not it requires LOS or not. It most likely work like engi gernades posing a threat only to wall siege which will make it a non issue since they were susceptiable to aoe to begin with.

I personally am pretty pumped for this gadget mainly becuase of how many people will only fight under siege cover. Not every change needs to be viewed as end of the world ~ except when it comes to mesmer balancing, where every balance patch is a skill fact update ( Whooooaaa build diversity!!!!)

Bender the offender – Proud violator of 17 safe spaces –

Defense: The Conundrum

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Posted by: Crius.5487

Crius.5487

The first major change that may actually affect how something is played in WvW since bloodlust.

BTW, I can think of a spot inside every single tower (BL/EB) that you can place an AC to hit the gate that cannot be destroyed from the outside except by another AC. If these siege disabling devices require the same LOS as player ranged attacks than these locations will be unaffected.

Jade Quarry since Beta

Defense: The Conundrum

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Posted by: Jeknar.6184

Jeknar.6184

The first major change that may actually affect how something is played in WvW since bloodlust.

BTW, I can think of a spot inside every single tower (BL/EB) that you can place an AC to hit the gate that cannot be destroyed from the outside except by another AC. If these siege disabling devices require the same LOS as player ranged attacks than these locations will be unaffected.

Keep in mind that the radius of that thing is bigger than meteor shower radius (450 oposed to 360 from Meteor Shower)

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