http://www.twitch.tv/disasterdrew
Fix for Siege disabler
http://www.twitch.tv/disasterdrew
That I know of sige disablers have timers for a reason…. the same would happen to you in the case You were defending a tower…..so it all works out….Also I do not know if you heard of Sige Bunker……<———reduces the damage taken by sige… Take care
CommandoKill Guild
NSP Commander
Sige Bunker……<———reduces the damage taken by sige… Take care
??? the heck are you talking about, damage has nothing to do with….anything I was talking about.
Answer me honestly now………..can you read?
http://www.twitch.tv/disasterdrew
I for one think siege disablers are a great idea. Sieges were boringly easy.
It should at least have diminishing returns if you continue to use it 1 after another.
I would agree to this but would rather see a hard cool down for X seconds.
“Youre lips are movin and youre complaining about something thats wingeing.”
It should at least have diminishing returns if you continue to use it 1 after another.
I would agree to this but would rather see a hard cool down for X seconds.
I can agree with this. It’s way to easy to chain them ad infinitum.
Yet another change to the game that promotes blobs over tactics.
It should at least have diminishing returns if you continue to use it 1 after another.
That’s fair, if pieces of siege have diminishing returns after each shot.
There should be a timer on the disablers, i.e. you can only use one every 2 minutes or whatever time you want to plug in. I personally think they should go the way of the dodo bird, become extinct, simply put they were a bad idea with even worse execution by the development team.
No wait! I have a better idea! Let’s just develop and anti siege disabler grenade. Then you could restore the functionality of your siege equipment and make even more money for arena net at the siege vendors!
(edited by irishrose.9580)
Reverse the timers.
Golems shut down for 40, Everything else 20. Add a 50 second lockout phase after the siege has been disabled.
Makes golem rushes less effective but makes planned sieges still viable. Still stalls, but doesn’t stagnate.
Its not hard to see that Siege disablers were a bad idea. At least in T1 they remove almost all chance a havoc group had of flipping a tower or keep if they get spotted. And since I’m not naive enough to think that Anet will remove something just cause its a bad idea COUGH Duhmfire COUGH I propose two changes to balance Siege Disablers.
1: Instead of disabling siege, and disallowing use of any skill. Slow attack speed by 50%, this will still stall sieges so the defenders can try and rally re-enforcement’s but cannot be used to stop a siege all together.
2: Add another tier to Cata, Ram Treb, AC, Bali and Golem mastery which, for 25 points reduces the duration of incoming siege disablers by 50%.
With these two changes defenders cannot totally stop sieges from progressing, only slow them down.
Here is another idea (that one of my guildies came up with):
1. After a siege has been hit with the disabler, it gets disabled.
2. You can repair your disabled siege with supplies, each piece of siege costs 1/10 of the original cost (eg.: so 4 supps for normal ram, 10 supps for treb, 15 for omaga)
3. After repair, your siege gets a buff, and cannot be disabled for the next 10 (maybe 15-20?) seconds
Maybe also add a mastery for it.
Feel free to add this idea to your opening post, maybe a Dev will look at it (I saw that grin!).
another idea is just to remove it. if they want better defense in the game, there are other ways to do it such as how aoe scales on walls.
it kinda gives an overview of as to why the game cannot be balanced if you think about it in a certain not so very nice way.
(edited by godofcows.2451)
Its not hard to see that Siege disablers were a bad idea. At least in T1 they remove almost all chance a havoc group had of flipping a tower or keep if they get spotted. And since I’m not naive enough to think that Anet will remove something just cause its a bad idea COUGH Duhmfire COUGH I propose two changes to balance Siege Disablers.
1: Instead of disabling siege, and disallowing use of any skill. Slow attack speed by 50%, this will still stall sieges so the defenders can try and rally re-enforcement’s but cannot be used to stop a siege all together.
2: Add another tier to Cata, Ram Treb, AC, Bali and Golem mastery which, for 25 points reduces the duration of incoming siege disablers by 50%.
With these two changes defenders cannot totally stop sieges from progressing, only slow them down.
Here is another idea (that one of my guildies came up with):
1. After a siege has been hit with the disabler, it gets disabled.
2. You can repair your disabled siege with supplies, each piece of siege costs 1/10 of the original cost (eg.: so 4 supps for normal ram, 10 supps for treb, 15 for omaga)
3. After repair, your siege gets a buff, and cannot be disabled for the next 10 (maybe 15-20?) secondsMaybe also add a mastery for it.
Feel free to add this idea to your opening post, maybe a Dev will look at it (I saw that grin!).
That’s pure gold.
the disablers were only introduced to counter the insane buffs they have given golems… the one thing that needed no buffs… and then they go and make the disablement of golems less than half of everything else.
They are designed not to hinder golem rushes but to actually boost them… you can now disable all siege that can be used to attack an omega golem and if the defender throws a disabler at the golem not only will only work for less than half the time their own siege is disabled but the golem can actually reflect it.
Which brings me to attackers using other siege like catapults… the disabler can be reflected.
The entire thing was a bad idea but there is no way that Anet are going to admit they made a mistake.
Acid Bath Babies Go Plop Plop [FizZ]
What’s really going to stop Omegas? Just have someone fling a siege grenade at the cannons until they go down.
As a primarily homeland commander I love this new siege disabler. It is one of THE ONLY things Anet has given us defenders that truly helps. Defenders get less, loot, less love, less karma, less xp. These are the first truly helpful thing we have gotten.
When they were first announced I was in a panic because I thought all my siege on walls would be useless and that it would be really hard to defend. While I admit it has been a challenge to siege up a keep or tower (I still haven’t fully had a chance to figure it out yet) these siege disablers have allowed me and the other homelanders hold towers/keeps long enough for extra hands to arrive. I know if makes offense harder, but they gave you guys the bannering the lord which made a defenders job harder they also gave offensive teams Gollie trait line which also makes a defenders job harder. So all in all I’d say defenders still got the short end of the stick and this trap is one of the few things we have.
Bottom line we must find a way to work with these in the game. Don’t change them.
These things are terrible and I’ve been abusing the hell out of them. I held off a 15 man group trying to take a paper hills. All I had to do was throw a disabler, drop a rapid fire/barrage on the cata’s, grab more supply, rinse and repeat.
They have completely made rams useless because defenders don’t even have to expose themselves to stop rams. Just keep throwing disablers at the door while you build an AC or cata to destroy them.
Honestly this feels like it was introduced to add another unneeded gold sink to WvW. The only things that are really viable are golem rushes and siege disablers, and to make that even more appealing you added golem mastery.
LGN
I was looking at the GW2 Wiki for these things and I’ve come up with a good fix for them, for those who are opposed to their complete removal. I honestly don’t know that I’d fully support even this though, as these items are truly WAY over-powered (WvW is supposed to be about siege, why would you want to disable it, if you’re going to do that may as well take it out, then while you’re at it take out all the structures and NPCs and just change the name from WvW to non-structured [open world] PvP) I still think the best solution is complete removal!:
-Make them cost 150 BADGES + 5 GOLD to buy (anet forgot a few 0’s)
-Make them disable ALL siege (including golems) for 5 seconds duration
-Cost 15 supply to deploy (will encourage guild +5 buff, and/or rank point spending)
-Range: 600
-Radius: 225
-Make cool-down 1 hour (can only use one per hour)
/solved
© sparc.3649 ~ LPC ~ Anvil Rock
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I am extremely disappointed with this feature and will be quitting at the end of the month unless there is a definitive reply from Arenanet.
I am extremely disappointed with this feature and will be quitting at the end of the month unless there is a definitive reply from Arenanet.
At this point I’m really hoping ANET KNOWS how BIG of a MISTAKE this was/is and HOPING like **** they’re planning on doing something about it. I’m guessing (or maybe it is just hoping) that this is the case since they’ve been working VERY hard and adamantly to censor my efforts to get a large group of people together that are angry about this (including a petition I’ve started)… Of course that could go either way though, they could be sweeping me under the rug hoping I let it slide, like we have let many things slide in the past as well. Although I do still have SOME faith because they HAVE fixed MAJOR things before, such as orbs (and their subsequent removal), or a player in stealth trolling objective circles…
Normally I’d be playing, but I am SO peeved right now I cannot play, I’ve been sitting around the forums all day instead of playing because of this nonsense! Not really how I wanted to be spending my SAT. But thanks to this new ‘creation’ my defenses have been thwarted by zergs disabling my defensive siege and destroying it with NO resistance whatsoever. As where, at least before, I could pelt them with an AC as they tried to destroy stuff (offer SOME kind of resistance)… Sad, because I was looking forward to the new season/tournament too
© sparc.3649 ~ LPC ~ Anvil Rock
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They weren’t a mistake, they’re a great addition to the WvW kitten nal, and I’m having trouble figuring out why anybody would have a problem with them unless they’re so tied to the idea of dropping 1-6 rams at a gate and pounding it open surrounded by a sea of k-trainers.
This thing is a boon for defense.
They weren’t a mistake, they’re a great addition to the WvW kitten nal, and I’m having trouble figuring out why anybody would have a problem with them unless they’re so tied to the idea of dropping 1-6 rams at a gate and pounding it open surrounded by a sea of k-trainers.
This thing is a boon for defense.
It’s a huge mistake and a waste of resources. I am all for defending boons but this is not the thing.
Madness Rises [Rise] – Banners Hold.
Don’t argue with idiots, they pull you down their level and own you with experience.
They weren’t a mistake, they’re a great addition to the WvW kitten nal, and I’m having trouble figuring out why anybody would have a problem with them unless they’re so tied to the idea of dropping 1-6 rams at a gate and pounding it open surrounded by a sea of k-trainers.
This thing is a boon for defense.
It’s a huge mistake and a waste of resources. I am all for defending boons but this is not the thing.
Come join us in bronze NA – we’re using them like crazy.
3 days in, 2 into the tournament. Here’s my take on them.
People seem to forget to buy and use siege disablers. Must be a symptom of the buy screen confirming that you want to buy one every time. I’ve centered the item entry over the confirm page so I can triple click to buy rather than double click move and buy.
As far as using them:
These are not really to be used as an offensive weapon unless your zerg is huge. The reason is simply that you don’t have enough supply capacity to use disablers effectively.
Defensively these are godly overpowered especially if you have any supply in the keep/tower. I’ve used one to suicide disable siege on inner gate at hills to buy time for our zerg to wipe the enemy as I was a first response to the keep attack. If used properly there is no reason you should ever lose hills unless your server simply doesn’t respond to it. Same for most towers.
I like the siege disablers. I saw commanders actually place siege intelligently again, instead of the mindless cluster of siege-spam. Especially stupid with Cata’s who protect eachother with the bubble making them near impossible to destroy from range.
I saw a commander place two cata’s, one on either side of the wall section. And one a bit back. People are trebbing more again, and things are actually looking more like sieges again. The very thing that all these stupid “masteries” broke. Who ever thought it was a good idea to give such stacking power from simple masteries?
Cata’s receive +45%, and Rams attack much faster, easily gaining between 30 and 40% dps increase.
And unless a group of people simply idled in a tower or keep, it was far to easy to just rush through a gate or two walls (in particular hills) before a proper defense could be mounted.
Now such lame rushing has a counter, and its all about risk vs reward. Plan my siege for a rush, or for a drawn out endeavor. The first is faster, and might go without running into opposition, but a single player could this and delay it long enough for more defenders to arrive in time.
And WvW players should already be intimitately familiar with the massive difference a single player can make, after they lost a keep to a mesmer who portaled a zerg inside. Now a single player can make a massive difference, but for the defense.
However a portal is free, Siege Disablers cost near 5s a piece and 10supply. Give another incentive to starve a keep aswell or try to destroy the supply with a Treb.
I was looking at the GW2 Wiki for these things and I’ve come up with a good fix for them, for those who are opposed to their complete removal. I honestly don’t know that I’d fully support even this though, as these items are truly WAY over-powered (WvW is supposed to be about siege, why would you want to disable it, if you’re going to do that may as well take it out, then while you’re at it take out all the structures and NPCs and just change the name from WvW to non-structured [open world] PvP) I still think the best solution is complete removal!:
-Make them cost 150 BADGES + 5 GOLD to buy (anet forgot a few 0’s)
-Make them disable ALL siege (including golems) for 5 seconds duration
-Cost 15 supply to deploy (will encourage guild +5 buff, and/or rank point spending)
-Range: 600
-Radius: 225-Make cool-down 1 hour (can only use one per hour)
/solved
I’m sorry I do not even accept this proposition. This item just simply needs to be removed completely…
© sparc.3649 ~ LPC ~ Anvil Rock
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I don’t know what I was thinking <.<
(COMPLETE REMOVAL or bust)
© sparc.3649 ~ LPC ~ Anvil Rock
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i think the purpose of these things was to both get people a chance at slowing down a zerg at the gates and 2 making that zerg build more defensively to help reflect and block the disablers. Seriously, how many people when attacking gates with siege still equip blocks and reflects to use at he gate/on their siege? Probably not many, even though this was clearly stated as the defense against these traps.
Soraya Mayhew – Thief
Melissa Koris – Engie – SF for Life!
I really don’t dislike it. Most of the time, when the enemy used it against us, their zerg arrived before we cap the objective, which means a lot of fun fights.
I don’t heard any of the commanders or the people in TS complaining about it as well. Seens like you guys don’t like to fight and just want to cap undefended objectives. Where’s the fun in that?
Cannot fight what doesn’t come out from their safe haven.
Defense is entirely too safe, infact overly so and this only leads to a snowballing effect.
Once you have a decent lead it is now impossible to lose due to the ability to stagnate indefinitely.
I’m honestly pretty disappointed with the lack of coordination people are showing for defending their siege from these. Where are the projectile defense rotations?
I’m honestly pretty disappointed with the lack of coordination people are showing for defending their siege from these. Where are the projectile defense rotations?
Would love to reflect it….If only it couldn’t be thrown from stealth, directly on top of the object with no recourse.
Or how about from behind doors….yep because i can totally reflect what i cannot see.
Oh wait a minute. You were seriously trying to defend this tool and how ludicrously broken it is.
Siege disable is the best thing that could happen to WvW. No more 2 vs 1 for you! if you want to win fair u have to fight fair. Oh let us coordinate with JQ and attack BG you attack one tower and we attack another tower. ahahahahahaha no more!
siege disable is here to stay! THANK YOU ANET!