Huge Nerf to Defending Keeps/Towers

Huge Nerf to Defending Keeps/Towers

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Posted by: warduke.1780

warduke.1780

I noticed, hidden in the patch notes “Fixed a bug in which siege weapons that applied condition damage were scaling based on the player’s condition damage.”

I’ll ask you to please revert this change. It clearly wasn’t a bug, and having a high condition damage player on a siege weapon was the only real way to defend a tower or keep without an equal-sized army inside.

Now, zergs will rule completely. Defending will be entirely pointless unless you REVERT this change.

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Posted by: AllNightPlayer.1286

AllNightPlayer.1286

No, no, no. This was a bug and I am glad they finally fixed it. The damage/condition damage of siege weapons should not scale on player stats. There are better ways to defend a objective, rather than putting condi-builds on siege weapons.
If you want to defend your keep properly, build superior siege weapons and place them strategically.

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Posted by: Whitefang.4968

Whitefang.4968

i agree, it shouldnt be different for each class.

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Posted by: warduke.1780

warduke.1780

No, no, no. This was a bug and I am glad they finally fixed it. The damage/condition damage of siege weapons should not scale on player stats. There are better ways to defend a objective, rather than putting condi-builds on siege weapons.
If you want to defend your keep properly, build superior siege weapons and place them strategically.

Then watch as the attackers LOS glitch them to death from safety.

Honestly, I’ve never seen a sup AC wipe a zerg in WvW. Maybe in EOTM… but not a zerg of 80s.

This change needs reverting NOW.

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Posted by: Ben K.6238

Ben K.6238

If there’s a real problem with siege effectiveness, then the siege should be adjusted. Basing their damage on player condition damage means if you’re not running a condi build, you shouldn’t be on siege. Which is ridiculous.

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Posted by: warduke.1780

warduke.1780

If there’s a real problem with siege effectiveness, then the siege should be adjusted. Basing their damage on player condition damage means if you’re not running a condi build, you shouldn’t be on siege. Which is ridiculous.

Why? Different classes have different roles in sieges in any game…

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Posted by: Straegen.2938

Straegen.2938

It was a bug but the removal of condi bonuses does make most condi attacks on these weapons laughable now.

Sarcasm For Hire [SFH]
“Youre lips are movin and youre complaining about something thats wingeing.”

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Posted by: RodOfDeath.5247

RodOfDeath.5247

My issue is still with eles, memsers, necros, whatever spamming aoe + pulls insanely way too much. You can’t even defend most of the time. They attackers have the advantage in this game.

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Posted by: Dawdler.8521

Dawdler.8521

Yes, because invisible fields of 15+ burning stacks that tick for 10K damage a second was perfectly normal in WvW, yes sir. We truly lost something critical to our beloved gameplay mode. RIP siege 19/4-2016.

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Posted by: Chaba.5410

Chaba.5410

Remember when Warrior’s trait Leg Specialist worked with arrow carts? Good times.

Chaba Tangnu
Founding member of [NERF] Fort Engineer and driver for [TLC] The Legion of Charrs
RIP [SIC] Strident Iconoclast

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Posted by: ArchonWing.9480

ArchonWing.9480

It clearly wasn’t a bug

It clearly was a bug.

Fixed a bug in which siege weapons that applied condition damage were scaling based on the player’s condition damage.

Whether you agree with it or not is another issue, but it was not intended behavior. Although in reality, how could you argue that siege can scale with condition stats, yet not power stats?

For once you have tasted flight you will walk the earth with your eyes turned skywards,
for there you have been and there you will long to return.

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Posted by: Dawdler.8521

Dawdler.8521

Whether you agree with it or not is another issue, but it was not intended behavior. Although in reality, how could you argue that siege can scale with condition stats, yet not power stats?

Well you could argue that its possible to smear your snot on a catapult ball before shooting it while you cant exactly shoot it harder by pushing on it while it fly away.

Then again to the guy that just had a 20kg stone ball land on his head it wouldnt really matter either way.

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Posted by: warduke.1780

warduke.1780

Yes, because invisible fields of 15+ burning stacks that tick for 10K damage a second was perfectly normal in WvW, yes sir. We truly lost something critical to our beloved gameplay mode. RIP siege 19/4-2016.

You must be a zergling.

The only people who would enjoy a change like this are those who like hiding in a large, anonymous army.

Let’s hope there’s a proper RvR game soon because this one is done.

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Posted by: Mitz.5741

Mitz.5741

This is such an insignificant change it’ll hurt exactly nobody…
And if you thought arrow carts condi damage was the only way to defend something then you’ve got lots to learn about defending

Ty for killing bronze league, now i cant play

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Posted by: morrolan.9608

morrolan.9608

ACs are too powerful anyway even without this bug. Get a grip.

Jade Quarry [SoX]
Miranda Zero – Ele / Twitch Zero – Mes / Chargrin Soulboom – Engi
Aliera Zero – Guardian / Reaver Zero – Necro

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Posted by: ArchonWing.9480

ArchonWing.9480

Whether you agree with it or not is another issue, but it was not intended behavior. Although in reality, how could you argue that siege can scale with condition stats, yet not power stats?

Well you could argue that its possible to smear your snot on a catapult ball before shooting it while you cant exactly shoot it harder by pushing on it while it fly away.

I’m never going to look at condi users the same anymore. >.> Especially when it burns.

For once you have tasted flight you will walk the earth with your eyes turned skywards,
for there you have been and there you will long to return.

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Posted by: DeWolfe.2174

DeWolfe.2174

wait wait wait…. isn’t the OP the one that likes to “defend” (troll) in EotM? So basically that’s not so easy is it?

[AwM] of Jade Quarry.

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Posted by: Entenkommando.5208

Entenkommando.5208

This change is definitely for the better…. Tho I wouldn’t mind an increase of the Base condi damage since it always seemed pretty low.

R.I.P Kodasch Allianz [KoA]

All we wanted was a GvG.

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Posted by: Ruru.1302

Ruru.1302

Who are you to decide that this wasn’t a bug?

mag
[Mada] Apocryfia

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Posted by: FogLeg.9354

FogLeg.9354

It was a bug that was not helping fights at all. Now that it got fixed, finally, you can argue about how effective different siege damage is against different types of enemies.

If you continue to demand player stats should affect siege, why stop at AC conditions only? Shouldn’t ALL siege be affected by ALL player stats then? The Golems should move based on player speed, the range of Ballista should be based on player Ferocity, the HP of gates should be based on player Vitality.

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Posted by: jamesdolla.3954

jamesdolla.3954

This guy has to be on Yaks bend or NSP. hmm…

Native Maguuman

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Posted by: Jovani.9207

Jovani.9207

1 person should not be able to stop a zerg of 15+ alone. Delay yes but stop no. Otherwise all you would have to do is place one person in each tower and keep to wipe out a zerg which will be extremely annoying.

ie. A-Let’s take this tower/keep
B-Sorry but there is someone in there
A-That means we can’t take it otherwise we will wipe
B- If only that one player wasn’t in that tower now we can’t cap anything regardless of how many we have….

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Posted by: Baldrick.8967

Baldrick.8967

The real problem is the nublets that place normal ACs in the first place then expect them to be able to counter 15 players and cry when it doesn’t.

If you’re not placing superior siege then you deserve to lose.

Siege scaling on condi damage was obviuously a bug and I’m glad they finally are getting around to fixing it after 3 years of abuse.

Oh well, one less bit of fun throwing cows on my necro and watching all those pretty numbers…

WvW player. Doing another world completion for my next Legendary. Hater of mini-games.

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Posted by: Korgov.7645

Korgov.7645

Did they also fix the bug with golems scaling with player stats/objective auras?

Sulkshine – Mesmer
This won’t hurt [Much]
Ring of Fire

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Posted by: Offair.2563

Offair.2563

I still melt people on a sup ac, in a pure power build.

Big Babou, Ranger for life.
Madness Rises [Rise] – Banners Hold.
Don’t argue with idiots, they pull you down their level and own you with experience.

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Posted by: Dusty Moon.4382

Dusty Moon.4382

I noticed, hidden in the patch notes “Fixed a bug in which siege weapons that applied condition damage were scaling based on the player’s condition damage.”

I’ll ask you to please revert this change. It clearly wasn’t a bug, and having a high condition damage player on a siege weapon was the only real way to defend a tower or keep without an equal-sized army inside.

Now, zergs will rule completely. Defending will be entirely pointless unless you REVERT this change.

Sorry no – if you have to use an exploit to defend a tower, you don’t deserve it. What this means is more like defending, the way it was BEFORE HoT.

There are still plenty of tricks to use including banners, emergency WP, chilling fog, etc. but now they need to be used at the right time.

Before the patch it was impossible to take a keep, now it is less impossible.

Now all they need to is stop the shooting ARCs blind across walls and this will fix more things.

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Posted by: Angel Heart.6739

Angel Heart.6739

well maybe they should have a look at the purpose of the siege. And scale the damage appropriately. Just going out from superior siege and players at full health here so bear with me)

fixed siege

Canons: purpose blowing up enemies

max dmg

Insta kill 1-3 targets
50% damage 3-10 man group 100% second hit
25% damage 10 + groups. second hit 50% third 75% fourth 100%

mobile siege:

Arrowcarts: purpose inflicting damage on multiple targets, preventing attacks, death added bonus but not main purpose

75% damage 1-3 players 100% second hit (denying attack)
50% damage 3-10 players 75% second hit 100% third hit (preventing slowing down attack, whilst doing high damage)
25% damage 10+ players 50% second hit 75% third hit 100% fourth hit (slowing down enemy advance, whilst doing medium damage)

ballista’s: Purpose dealing high level damage on a single or a few targets (1 purpose siege always high level damage)

Insta kill 1 player (unless he has boons)
1-3 players 75% damage 100% second hit
10+ players 50% damage 100% second hit

The list is not complete, but it gives a general idea.

Btw in real warfare convoys big groups of fighters get attacked by artillery of different sorts, it depends on where you are as a group. the artillery never needs as much ppl then the group its hitting.

So why would playing in a zerg or blob in GW 2 be any different why would you not suffer the same damage or conditions?

If you reduce the damage of siege and artillery wetter it be offensive or defensive you are again cheating against the game itself, trying to set the conditions of the battlefield the only real choice you have is your commander telling you where the fight or siege is going to be, the conditions are those that you undergo at the spot of your siege or defence.

I would however make a suggestion that siege or defence engines cannot be stacked on one position they need to be 1 item on one location not multiple on the same position.

Djynn Tm – Founder and Guild Leader – Angel Hearts Clan [Halo] Seafarers Rest

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Posted by: valheru.7891

valheru.7891

Why not make a guild tactic that you can use in you keep that’s called nuke. Insta kill’s everyone on the map?

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Posted by: Dusty Moon.4382

Dusty Moon.4382

Why not make a guild tactic that you can use in you keep that’s called nuke. Insta kill’s everyone on the map?

NO – too many guilds depend on the Airship attack, rather than actually defending themselves. This is the issue for me. I want to fight players, whether defending or attacking, not siege or goofy kitten items in game.

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Posted by: AbeLincoln.3091

AbeLincoln.3091

This is one of the most hilarious things I have read in a while. “hidden in the patch notes”. This is gold.

Blackgate, Rafen Sanguinis

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Posted by: Lobo Dela Noche.5127

Lobo Dela Noche.5127

Yes, because invisible fields of 15+ burning stacks that tick for 10K damage a second was perfectly normal in WvW, yes sir. We truly lost something critical to our beloved gameplay mode. RIP siege 19/4-2016.

You must be a zergling.

The only people who would enjoy a change like this are those who like hiding in a large, anonymous army.

Let’s hope there’s a proper RvR game soon because this one is done.

Or those of us using power builds, wondering why our power doesn’t stack on it.

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Posted by: Dusty Moon.4382

Dusty Moon.4382

Yes, because invisible fields of 15+ burning stacks that tick for 10K damage a second was perfectly normal in WvW, yes sir. We truly lost something critical to our beloved gameplay mode. RIP siege 19/4-2016.

You must be a zergling.

The only people who would enjoy a change like this are those who like hiding in a large, anonymous army.

Let’s hope there’s a proper RvR game soon because this one is done.

Or those of us using power builds, wondering why our power doesn’t stack on it.

Because siege is an item, like Golems, and you can’t use buffs on items like siege anymore. That was change a while ago.

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Posted by: X T D.6458

X T D.6458

Good riddance to bad bugs. If your so concerned about your conditions doing damage, get off the kitten ac and use your skills kitten ….

I say what needs to be said, get used to it.
Honesty is not insulting, stupidity is.
>Class Balance is a Joke<

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Posted by: Mokk.2397

Mokk.2397

No single class should have any advantage on siege.I welcome the changes even despite not being able to use spirits with arrow cart anymore.Siege is universal in the game and should be fair for anyone to use regardless of individual stats.
On a separate note I would like to see changes made to how terrain is used by some classes to “blink” to places that other classes have to take the "long’ way around to pursue or how mist form is used when downed can enter a port to evade.

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Posted by: valheru.7891

valheru.7891

Why not make a guild tactic that you can use in you keep that’s called nuke. Insta kill’s everyone on the map?

NO – too many guilds depend on the Airship attack, rather than actually defending themselves. This is the issue for me. I want to fight players, whether defending or attacking, not siege or goofy kitten items in game.

I should have quoted. But I was being sarcastic about the 1 hit kills on canons and OP AC’s being suggested.

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Posted by: Dusty Moon.4382

Dusty Moon.4382

Why not make a guild tactic that you can use in you keep that’s called nuke. Insta kill’s everyone on the map?

NO – too many guilds depend on the Airship attack, rather than actually defending themselves. This is the issue for me. I want to fight players, whether defending or attacking, not siege or goofy kitten items in game.

I should have quoted. But I was being sarcastic about the 1 hit kills on canons and OP AC’s being suggested.

I don’t want A.Net to get the idea we want this…….

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Posted by: FogLeg.9354

FogLeg.9354

Yes, careful with comments, their latest patch pretty much took stuff players suggested and just made those happen.

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Posted by: roamzero.9486

roamzero.9486

ACs are too powerful anyway even without this bug. Get a grip.

ACs may be an outlier but defensive siege in general has a lot of problems. The biggest glaring issue is certain fixed siege such as cannons/boiling pot/mortars are in positions where it is suicide to use them when it matters, and when it doesn’t matter all you can do is tickle zergs as they pass by. So they either need to be buffed by a ton or wxp lines need to grant something like 95% damage immunity to players when manning them for them to be practical.

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Posted by: Sich.7103

Sich.7103

So they either need to be buffed by a ton or wxp lines need to grant something like 95% damage immunity to players when manning them for them to be practical.

Like the dolly bubble, that can be a good thing… Then you have to clear the siege before being able to kill the player. At least this will make the canon / oil usefull.

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Posted by: Ven Zehn.6573

Ven Zehn.6573

Or get pulsing stability n protection when on certain siege, like oils.

But yea, A/C’s that scaled more on Condi, but no difference for those with low power and high power…. definitely fair right?

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Posted by: Dusty Moon.4382

Dusty Moon.4382

Or get pulsing stability n protection when on certain siege, like oils.

But yea, A/C’s that scaled more on Condi, but no difference for those with low power and high power…. definitely fair right?

Well, an arrow cart is thus that, an arrow cart. Just because you have higher power on your character does not mean it should do more damage, that would be unfair, just as the condi add on for the toons was unfair. Hence why they removed the condi damage add on – THAT IS FAIR.

ARCs should just do the damage they have listed on their skills and that is it.

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Posted by: Ven Zehn.6573

Ven Zehn.6573

Yea, was an example to disagree with OP
Character stats should affect the character and their abilities alone, once you’re on siege, you become nothing but the controller, using the abilities of the machine you’re on.

A car doesn’t get faster because the driver is a pro, the pro just knows how to use it at it’s optimum.