(edited by MrPicklez.6473)
Siege in Jumping Puzzle
It really should be a no-siege area. There’s already plenty of controllable traps down there that can instant-kill if you want to screw someone over. All you’re doing is wasting supply for your team that could go towards defending something that actually benefits the server.
by not allowing you to go pass with seige weapons is kinda effectively not giving the enemy realm at least 2 free seige weapons…
just sayin’
by not allowing you to go pass with seige weapons is kinda effectively not giving the enemy realm at least 2 free seige weapons…
just sayin’
I understand this. I think you need to work on your reading comprehension, just sayin’. I said I’m not too averse to having siege in the puzzle. I personally would prefer there to be none, but that’s not my real issue. I just think it’s kind of silly that you can put siege on your “spawn” platform that no one else can reach. That doesn’t mean you can’t deny blueprints with siege in other areas of the map. In fact, it’s not extremely effective to put siege up on the platforms, it’s more just annoying. It’s much more devastating in the chandelier room.
Here is my qualm with it — I want to kill that dbucket on the siege. Not exactly easy when the guy is sitting up on an unreachable platform. Is it possible? Sure, I could bring in some friends and put down siege on our platform. Still, it would be much more fun for siege to only be able to be placed in the “contested” areas — as in all areas of the puzzle besides the platform.
Prevents the enemy from getting 2 free siege weapons, but gives the camping team a massive advantage not only from not being able to be killed. It also gives them tons of free siege as those who are on the camper’s side get a free pass.
Arrow carts have full coverage of the arena and keep you permanently crippled to prevent you from making the jump distances. They’re also on top of the dome, being too high to be reached by any attacks.
It isn’t acceptable that the only counter is “come back later and hope that when you waste another 10-20 minutes getting back to the beast arena, that they aren’t still there siege camping.”
That isn’t PVP. We need some real PVP happening in the puzzle, not this point and click for insta-win kitten stuff going on. Get rid of sieges.
I see a lot of repeat posts making comments along the lines of ’stopping enemy from getting chest, whats the problem?" The answer, in short, is nothing.
I don’t have an issue if a guild camps with the intent to prevent people from getting chest. Hell its probably a buddy moment for them all.
The issue is specific to the ‘animal’ room.
Turin.1024 says it best:
1 single arrow cart on the roof will keep the entire room in combat while being invulnerable due to range. There is literally nothing the team below can do to get past the animal pit. When one side has a 0% chance of succeeding its a broken game mechanic, not a “valid tactic”.
The Warrior turns to the guardian and says, “Did you hear something?”
Guardian replies, “No, but how’d the elementalist die?”
I’m against siege weapons in Jumping puzzles. I don’t think they are working as intended.