How about reducing the damage defensive equipment takes form AoE?
How about reducing the damage defensive equipment takes form AoE?
in WvW
Posted by: Azure Prower.8701
I agree that pot of oil in its current state is kind of useless as it is. Being able to repair that wouldn’t be so game breaking.
Cannons on the other hand are too good as they are. No need to make them even more powerful.
I agree that pot of oil in its current state is kind of useless as it is. Being able to repair that wouldn’t be so game breaking.
Cannons on the other hand are too good as they are. No need to make them even more powerful.
Too good? You cant even use them without getting killed by the AoE
i think there is nothing can be done on that weird aoe system (even can hit through the wall). But it will be awesome if we are able to repair the siege equipment. Like Leal said, there is nothing can be done on 3% hp sieges (done by the sneaky opponents as preparation for the incoming assault) other than use it once, and then watch it getting destroyed by 2-3 aoes..
Guild : Organization Zero (Zero)
World : Crystal Desert
Or we could have siege weapons with a buff on them that reflects any AOE effects by half. That would make those that run off and just drop AOE affected even while out of range feel the burn. You would get a player debuff that stated that you attacked a siege weapon and will take damage until the attack is over or it can be flat damage if it’s too much trouble to calculate the damage. The player debuff is important because it would alert someone they are hitting siege with AOE, they might want to stop or continue.
Perhaps you could try a tick system for a new form of supply, one that doesn’t need to be picked up but just adds up for each tick of the playtime (13 minutes or something? for the tick that already happens). That alternate siege earned is then used to repair siege weapons but only if they are in combat. Then you have someone using siege, someone repairing it, and they aren’t both taking AOE damage so high that they can’t be there. The other side is also being affected by damaging siege in this lazy way. If they want to do direct damage and can reach it, there is no debuff on them. If it was put strategically far enough back then someone wants to keep it so AOE should do less to it.
Because siege items break easily their value of purchase comes into play, often you see people hesitant to buy them because they won’t get their full value, look around the forums here, plenty saying they use badges to avoid the cost or do jumping puzzles, that means that they don’t see value in their price. Either it’s a gold sink to them or the siege isn’t effective enough to justify the monetary cost (which is probably due to things like AOE being a great counter). I once took out a ballista just doing AOE and running back to my invulnerable place so yeah, you can do that with little danger and it probably should be harder so that we see more of them in open fields and random places. Creating choke points of our own would make the maps more dynamic in the best way possible – player created content which once coded is free work from the players to spice up the places.
Maybe it would stack so that if you really want to AOE the siege, you better have defense and you create a new line of profession builders/ Siege Bandits – give them an achievement for taking that debuff damage x times .
I thought recently that I had a supply camp well stocked with siege. There were 14 siege weapons there (10 of which I planted). I got one shot off on the group that got close and as I lay there dead, they had not only killed everyone there but simultaneously taken out the siege. Bit of a downer that they didn’t even have to focus fire all the siege down at the end, it just essploded(sp intentional) in the commotion and they were spread out from each other too. Do you think I would plunk down nearly a g everyday to watch it vanish like that, me neither.
I do get what you mean about AOE on the walls, it doesn’t feel much like defense when people just AOE the edges and you can only stand on millimeters at best, same with the door, ever try to repair a door with AOE on it? You can die on your own side quite quickly. Not much of a door when things come right through it :P
(edited by psirca.9452)
The main issue is its completely arbitrary on how long your stuff lasts, and just off attrition you’ll lose stuff, and have to spend so much time refixing them (again, AFTER they break, you can’t just repair them after the fight). And good luck if someone decides to walk by as you’re fixing stuff, cause then they can just AoE it and break your thing again, wasting your time and supplies and now you have to wait 5 minutes for the thing to be repairable again.
Really, at this rate you’re better off just ignoring walls and waiting for the doors to break down and throw your zerg against theirs, can’t think of anytime I defend (and I pretty much always do) and thought “Man! Thank goodness for the cannons and mortars!” No its often “Good thing we had more people in our zerg then they did! I feel sorry for the guy who paid for the cannons and mortars.”
How about reducing the damage defensive equipment takes form AoE?
in WvW
Posted by: Azure Prower.8701
The main issue is its completely arbitrary on how long your stuff lasts, and just off attrition you’ll lose stuff, and have to spend so much time refixing them (again, AFTER they break, you can’t just repair them after the fight). And good luck if someone decides to walk by as you’re fixing stuff, cause then they can just AoE it and break your thing again, wasting your time and supplies and now you have to wait 5 minutes for the thing to be repairable again.
Really, at this rate you’re better off just ignoring walls and waiting for the doors to break down and throw your zerg against theirs, can’t think of anytime I defend (and I pretty much always do) and thought “Man! Thank goodness for the cannons and mortars!” No its often “Good thing we had more people in our zerg then they did! I feel sorry for the guy who paid for the cannons and mortars.”
Funny thing. Today I was defending SM with an imminent zerg incoming. I quickly jumped on a cannon to try and get a few pot shots out.
Forcing the enemy zerg to retreat from the combined effort of cannon fire and ground forces. The next thing the enemy did was extraordinary.
The enemy zerg decided to abuse the rendering bug mechanic by using a mesmer portal to advance towards SM’s gate. I couldn’t see any of the enemy, but I saw the exit portal appear.
Guess where I aimed my cannon.
Numbers started flying like crazy and I managed to get 30 loot bags pop up near instantly.
You really do underestimate the usefulness and power of cannons.
Or simply add some kind of health and CC bonus. For example, while using siege weapon immune to fear and stun also maybe 10k health extra
Or simply add some kind of health and CC bonus. For example, while using siege weapon immune to fear and stun also maybe 10k health extra
O_o No thank you i don’t want this change.
Mesmer – Churaill
Desolation [EU]
The main issue is its completely arbitrary on how long your stuff lasts, and just off attrition you’ll lose stuff, and have to spend so much time refixing them (again, AFTER they break, you can’t just repair them after the fight). And good luck if someone decides to walk by as you’re fixing stuff, cause then they can just AoE it and break your thing again, wasting your time and supplies and now you have to wait 5 minutes for the thing to be repairable again.
Really, at this rate you’re better off just ignoring walls and waiting for the doors to break down and throw your zerg against theirs, can’t think of anytime I defend (and I pretty much always do) and thought “Man! Thank goodness for the cannons and mortars!” No its often “Good thing we had more people in our zerg then they did! I feel sorry for the guy who paid for the cannons and mortars.”
Funny thing. Today I was defending SM with an imminent zerg incoming. I quickly jumped on a cannon to try and get a few pot shots out.
Forcing the enemy zerg to retreat from the combined effort of cannon fire and ground forces. The next thing the enemy did was extraordinary.
The enemy zerg decided to abuse the rendering bug mechanic by using a mesmer portal to advance towards SM’s gate. I couldn’t see any of the enemy, but I saw the exit portal appear.
Guess where I aimed my cannon.
Numbers started flying like crazy and I managed to get 30 loot bags pop up near instantly.
You really do underestimate the usefulness and power of cannons.
Considering they were resorting to such a thing I don’t think they were exactly that good in the first place, nor competent. I can come up with my own story I guess:
The zerg was coming so I jumped on the cannon. I saw a build site. I shot it, and broke their catapult. Then I started shooting at people. Yeah a few numbers showed up, second shot I started seeing “Evade!” and all my targets started healing. Then a group runs towards me. Guess where the first AoE hit? And the second, and the third? I can’t say on the fourth and all following AoE’s as I was already dead and walking back to the keep, but I’m sure that between my trip between the citadel and the keep they were still AoE’ing that cannon till it finally broke.
I’m not asking for any health bonuses or more damage, I just want AoE damage migitated and the ability to fix damaged siege weaponry. If attackers can show up with brand spanking new equipment, why must the defenders stick with whatever damaged stuff they got? Its already extremely stacked in the favor of an attacker as the defenders have to jump onto the very edges of their walls to try and hit someone (all while arrow barrages and flame meteors are bashing into them), they should be able to use something that can actually fire further then 5 feet off the wall and not be instantly wiped out for daring to try and actually use a wall properly.
How about reducing the damage defensive equipment takes form AoE?
in WvW
Posted by: Azure Prower.8701
In reply to the above post. Just because a cannon can be taken out, does not mean it is not useful and powerful to have.
A cannon by itself will do decent damage to a zerg. But usually not enough damage to stop their counter attack.
Usually you need ground forces assisting your cannon where they protect you and you protect them. The enemy can’t reach you and you’re helping kill the enemy FAST.
It all depends on the situation. How ever. Two cannons alone have been known to be a zerg stopper.
Such power cannot be allowed without reasonable counters. They’re pretty much in a perfect spot and do not need any changes to them.
Mortars and Pot of Oil on the other hand are a different story.