Siege Rework?

Siege Rework?

in WvW

Posted by: Rezzet.3614

Rezzet.3614

Could we get siege looked at and maybe worked on

i think player AoE skills harm world vs world alltogether

defending is pretty useless in so many scenarios simply because the other team has a wall of elementalists necros rangers hugging the wall and blasting meteor rains arrow rains and marks and wells wich not only prevents building siege but also destroy it
also kills anyone trying to defend even if they stand on the back side of the wall due to the massive radiuses wich again renders defensive play null

sure its fun having zerg vs zerg clashes

but theres no room for tactical or smart play

wvw would be so much more immersive and impressive if players had to actually use sieges to counter siege play

Siege Rework?

in WvW

Posted by: PetricaKerempuh.7958

PetricaKerempuh.7958

i think buffing siege under “defending is pretty useless” flag, has ruined wvw enough.

Siege Rework?

in WvW

Posted by: johnnymiller.5968

johnnymiller.5968

Rangers, eles, necros, engineers (grenades) & even warriors (sniper build) are all ranged classes so its makes sense they can deal damage to siege & players on top of the wall. Take away AoE and the shoe is squarely on the other foot.
Large blobs & mass golem rushes are more of an issue (imo) they are next to impossible to defend against. Golems can also wipe out siege on walls & players.

Siege Rework?

in WvW

Posted by: Xenesis.6389

Xenesis.6389

You need to think of defensive siege this way, it’s meant to keep small groups away from your tower, it’s meant to slow down zergs that come to the tower, and it’s not meant for one person defending to wipe out 10+. Ele’s can hit most lazily placed siege, necro to a certain extent with deathshroud 4, wells if the siege is placed near the middle of the wall, and marks if someone is dumb enough to run over them.

There are places to perfectly place siege in most towers and keeps, and the use of trebs is becoming much more popular since you can defend the gate easily and even hit long range siege if placed right. One cow supply eating treb is enough to ward off an entire zerg from the front door.

If you allow siege to get too powerful to take down and the combination of having a lot placed plus a T3 structure, you only force the enemy to resort to taking it to the next step of using golems more often or long distance trebbing. That’s not something I would think most of us would want.

Another derailing post. ^^
North Keep: One of the village residents will now flee if their home is destroyed.
“Game over man, Game Over!” – RIP Bill

Siege Rework?

in WvW

Posted by: godofcows.2451

godofcows.2451

i would have to agree with op, however there has to be a line wherein too much defensive sieges will make not make taking towers impossible. finding the sweet spot could be hard.

maybe they could reduce range scale of any aoe as it climbs up the y axis on a wall. except maybe for long range bow weapons giving an underwhelming class like ranger a shot at being valuable. of course sieges will need a rework on this scenario too as acs hidden in corners will be the king of the hill.

Siege Rework?

in WvW

Posted by: Rezzet.3614

Rezzet.3614

i dint really ask specifically for siege buff but if anything i think siege needs iron hide and maybe 30-50% resistance to AoE

as it stands roles are inverted and players are moving siege units rather than actual infantry units the idea of wvw was for players to use their own skills as support while siege was deployed wich then did the offenssive or defensive play

Siege Rework?

in WvW

Posted by: Exeon.4358

Exeon.4358

Personally, some siege is crap, some siege is OP, currently in Far shiverpeeks we don’t even defend anymore, when we get SM we will just leave it, i mean if we try were just going to be trebbed by Tier 3 towers defended by a zerg.

I find that SM though huge with lots of defenses can be one of the least defendable places of them all, though the inner walls can’t be taken down, the outer walls seem kinda useless, being both attackable from about anywhere, and being to big to fully defend, as a zerg can just move locations.

Siege Rework?

in WvW

Posted by: Svarty.8019

Svarty.8019

I request more HPs/toughness on structures at all levels please.

  • Because we just don’t get time to come and defend most of the time, especially against big surprise attacks with full-map-blob and 6+ Omegas (common now because of a bug).
Nobody at Anet loves WvW like Grouch loved PvP. That’s what we need, a WvW Grouch, but taller.

Siege Rework?

in WvW

Posted by: Xenesis.6389

Xenesis.6389

Personally, some siege is crap, some siege is OP, currently in Far shiverpeeks we don’t even defend anymore, when we get SM we will just leave it, i mean if we try were just going to be trebbed by Tier 3 towers defended by a zerg.

I find that SM though huge with lots of defenses can be one of the least defendable places of them all, though the inner walls can’t be taken down, the outer walls seem kinda useless, being both attackable from about anywhere, and being to big to fully defend, as a zerg can just move locations.

I think that’s kind of the point for SMC over all other keeps and towers, it’s the one central place for all three sides to fight over, you can treb it safely from any side, and once you get it you can then treb back easily as well. It can be defended if your side is willing to place enough siege, have people scouting, and your zerg is willing to come and defend immediately when the call comes.

It is suppose to be the most difficult place to defend, and you get the points for that, teams have to question whether or not is it worth using that much resources for holding it over a long period or not. This happens on every tier when it comes to SMC.

Another derailing post. ^^
North Keep: One of the village residents will now flee if their home is destroyed.
“Game over man, Game Over!” – RIP Bill