Devonas Rest 4 lyfe
Developers on Siegerazer
Devonas Rest 4 lyfe
A few weeks ago I would have agreed with you.
This week, I’ve seen a breakout event get us started in a borderlands on two different occasions when we were significantly outmanned.
It’s also not THAT powerful. Three weeks ago Maguuma was spamming them on us and we defeated them 90% of the time.
It all depends on the way the breakout event is utilized. If your expectation is that a breakout event is going to make 10 players god to get that tower, good luck. Think of the services it does provide. You can relocate 50 ppl to one BL, fully supply up, spark the event so it attacks a tower. That gives you white swords, on the tower, you bypass your spawn camp and hit the keep whatever angle you would like to hit it from, but it better be fast. Since you do have 500 supplies build 5 golems or even more if you have two guilds with guild golems, timewarp the gate and do your thing. It’s an element of surprise.
The point I’m getting at, figure a different way to utilize a resource. Don’t pigeon hole yourself in to just getting that one objective and holding up and trying things methodical all the time. I see teams never thinking outside of the box and stuck at nothing.
www.strikeforceguild.com – JQ SINCE 1836!
Guild of United Soviet Quarry www.jadequarry.com
It’s more OP the lower down the tiers you go. Trying to hold the breakout keeps with less than 10 people is a nightmare. Because the roidrazer will march right into your keep up to your lord area, with the attackers hiding under his skirts, making them extremely difficult to kill.
I’ve been in battles where the entire enemy team has been wiped, even multiple times, but managed to take the tower by running back over and over, while siegerazor runs around gibbing people because he takes so long to kill with only a few people.
Yes the problem is much more larger in the lower tiers. I know you guys from JQ / TC can field tons of people on every map but in the lower tiers a single breakout event can sometimes keep an entire server occupied until Siegerazer dies (which takes an extremely long time, given how few players are there). After that? Well they will just procc him again.
Devonas Rest 4 lyfe
Strategy we’ve been doing lately is just leave him alive, so they can’t respawn him. If you can get the players defeated around him before he knocks the door down, he becomes a lot less problem once he can’t spawn any more siege or free supply. Just have to kite him out of the way of your yaks or he’ll kill them, but will otherwise sit and twiddle his thumbs outside the keep if no one attacks him.
This shows a problem with the mechanic (that he spawns again too fast namely) if this is the best strategy, but it seems to be.
Destroy the siege but don’t kill Siegerazer, that way they cannot kick off the breakout again and he just stands around doing nothing.
I don’t have a problem with how strong it is at all. I guess I wouldn’t mind if it were harder to start for the winning team, although I haven’t really seen it as an issue. I think the problem is that people want to be able to lock up an entire map and leave three people there to scout, while the rest of the server goes and takes EB. So the breakout is good for the game when used by the losing team, since it encourages widespread skirmishes all over the place instead of just zerging up and map hopping to PvD. It makes it harder for the winning server to just leave and zerg somewhere else, and easier for the losing servers to play on the winning servers’ BL.
I don’t have a problem with how strong it is at all. I guess I wouldn’t mind if it were harder to start for the winning team, although I haven’t really seen it as an issue. I think the problem is that people want to be able to lock up an entire map and leave three people there to scout, while the rest of the server goes and takes EB. So the breakout is good for the game when used by the losing team, since it encourages widespread skirmishes all over the place instead of just zerging up and map hopping to PvD. It makes it harder for the winning server to just leave and zerg somewhere else, and easier for the losing servers to play on the winning servers’ BL.
I guess I should have explained a bit more. I don’t have an issue with the losing team using Siegerazer in their own zone for example, that is a perfect situation for which the event was designed.
However, I think it’s silly when a winning server can tie up ~20 players in a BL by spamming Siegerazer on them, especially in the lower tiers where having 20 WvW players total is not uncommon outside of prime time. Constantly defending against him is not fun at all.
Devonas Rest 4 lyfe
Even in the higher tiers though, you have to not only divert your zerg to deal with the breakouts, but also hold your 30+ zerg in your borderlands to kill off any breakout attempts. And because the siege he puts down is immune to damage for a while, they get a few minutes to freely beat on the tower if you can’t straight out wipe the attackers.
One tactic I’ve done, is let the enemy break down the door to the tower, let siegerazor inside, and then wipe the attacking force then close the door. Siegerazor is now trapped inside, the attacking server can’t save him, and so long as 2 people stay in the tower and kite him around and away from the tower lord (razor can kill and cap it on his own), no more breakouts.
Well, assuming people aren’t bad and try to kill him after being told 30 times not to…. Which is what happened for me in the end.
As for whole zergs getting full supply, maybe instead giving everyone supply in spawn, he drops a supply depot outside the tower that functions like an unupgraded supply camp that disappears after he dies or the tower is taken.
+1 for increasing the timer on how often they can pop breakouts.
yeah siegerazor is sooooo “awesome”.i mean it’s not like he can be spawned without cooldown if he gets killed, or "helps"the poor,poor 40+man zerg to get a tower with 10 to 15 defenders but hey at least he is useful to get your towers back when that 40+ zerg took the entire map and we get 2 towers …for 5min….don’t worrie he will spawn again
[AVTR]
Isle of Kickaspenwood
Instead of utilizing those resources to try and farm one NPC, let the tower get capped and retake it shortly thereafter. This way you would completely avoid said tower until the “threat” is gone. In this aspect Siegerazer is doing his job in getting the tower, it’s “functioning as intended.” The purpose and goal of the NPC comm is to retake one objective to assist with building momentum for a team in dire straights. You would be better off utilizing those resources elsewhere until the paper tower is back up and running.
www.strikeforceguild.com – JQ SINCE 1836!
Guild of United Soviet Quarry www.jadequarry.com
I`m guessing the vote was held in their canteen & not from anyone that plays the game
https://forum-en.gw2archive.eu/forum/game/suggestions/Top-right-GO-away/first#post2096524
Rocking Wizard Wars until this mess of a game is fixed…