Siegerazer NPC
The problem with making it a longer cooldown is that it would be too easy for 10 scrubs to “waste” it.
Maybe it should require 20 people to start, though. That would be a significant bump up in the amount of cooperation required to get him moving.
A game that’s 100% WvW
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Why are you killing him? If you can fend off the breakout then you’ve won. Siegerazer will stay at the gate and the team no longer gets a breakout. The only problem I’ve had with these events is getting there in time and not having defensive siege already placed.
The devs don’t care about WvW so I’m gonna kill players in PvE!
I think that the things people hate most about breakout commander are intentional and precisely why it was implemented as-is.
If a server is locked out of a map, but they have 10 or more persistent players trying to break into the map, then they deserve the benefit of the NPC.
If a server is locked out of its own map or EB, as Anvil Rock did to both of its opponents this morning (NA morning), then the server deserves to be able to spam the event until they wear down their obviously over-powering opponent.
When the event is spawned by just enough to start it, but not enough to compete on the map, I’ve personally witnessed Anvil Rock destroy those players and kill the NPC before it even gets to the target tower. Persistence can be matched by equal or greater persistence.
The central argument I see here is, “why doesn’t my opponent just lie down and take it?”
Grand Progressive Arch Battle Pope of Anvil Rock Defenders Alliance [TARD]
(edited by Anvil Pants.3426)
Destroy the siege and ignore Siegerazor… Simple as that. He’s not a Battering Ram and won’t take the gate down alone.
WvW Rank 3800 (Platinum Veteran) – PvP Rank 69 (Shark) – 25,9k Achievment Points
Mërcenaries [Sold] – Ferguson’s Crossing
If there are 10+ people to keep running him, ya gotta keep defendin against him. WvW don’t stop.
Heck, even being hard to kill and giving lousy rewards is what WvW is about.
Uh, that’s kinda the point. You’re supposed to lose the tower eventually. They’ve stated this. The want every server to have at least 1 foothold on every BL map regardless of player presence.
I guess it works.
JQQ
Leaving him alive is always an option, but I personally don’t like that this is possible. There should be a mechanic where he despawns if a certain amount of time has passed and if there aren’t a certain number of friendly players in his general area. Something along those lines anyways.
By the way … FUN FACT!
If Siegerazor makes it into the tower, but you defeat the enemy siege force, repair the gate and leave him in there, he will kill the Tower Lord and solo cap the Tower. We tested it one night and the Tower cap bar was increasing when he was standing alone in the circle. I thought it was pretty funny.
[KnT] – Blackgate
Siegerazer was introduced to help give players a foothold in a map locked down by opposing servers. If you can fend him off along with the 10+ players who are organized enough to persistently activate the event despite loosing, then a siegerazer nerf is the last thing they need. He is supposed to frustrate the defenders, so all you’ve said is really “siegerazer is working as intended”, in my opinion.
Elementalist
Ring of Fire
If Siegerazor makes it into the tower, but you defeat the enemy siege force, repair the gate and leave him in there, he will kill the Tower Lord and solo cap the Tower. We tested it one night and the Tower cap bar was increasing when he was standing alone in the circle. I thought it was pretty funny.
Just like the hyleks are being able to solo Danelon Mine… Any character (PC or NPC) that sit on circle will capture it. Also we know siegerazor is uber and he could problably solo even the champions at EB (Grub/Arboreal, etc…).
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Mërcenaries [Sold] – Ferguson’s Crossing
If you can fend him off along with the 10+ players who are organized enough to persistently activate the event despite loosing, then a siegerazer nerf is the last thing they need.
Exactly. Why nerf a team that owns literally nothing on the entire borderland and is struggling to even get its own tower back?
Ofcourse Siegerazer is there to help the losing server to get a tower, and I’m not complaining about that at all. It’s perfectly fine for the cooldown to be very short if you don’t own anything on your own map.
But in the more balanced matchups I see so many siegerazers in our borderlands I’m losing count. And we’re aware that you can keep him alive, but as I said you’d need someone to stay around to prevent him from killing dollies, which is quite annoying to be honest. I think the cooldown doesn’t need to be that low to help out the servers who are doing poorly (they’d be more busy defending their own border), it’s just that servers that don’t even really need the NPC just ‘abuse’ it over and over again it to take the tower in the easiest way possible, making the siege hardly interesting at all for the defenders.
As I’ve said in previous Siegerazer threads, the only screwball part of the situation, is that he can be triggered by a Tier’s Green Server. This is honestly illogical, overall … are
not most Green Servers that way, because they frigging dominate the other two?
The breakout event would honestly make more sense as a playing-field “leveller,” utilised for one of the losing servers to get a leg up on the “big dog.”
Other 80s: Any but Warrior
Siegerazer should be recast as the shepherd of the cow pasture which lies where Stonemist used to rest.
Grand Progressive Arch Battle Pope of Anvil Rock Defenders Alliance [TARD]
I think Siegerazer should be tied to the outmanned buff. Not outmanned, can’t trigger him. And if you lose the buff while he’s already active, simply make him de-spawn at the next successful defense timer.
Of course, I’d rather do away with that PvE crap altogether and just have the outmanned buff increase the damage and life of your siege equipment.
we usually leave him alive, so the zergs can’t activate him again.we kite him around to get dolyaks in, but it’s better to leave him alive.
[AVTR]
Isle of Kickaspenwood
In my opinion Sigerazer should be removed from enemys spawn points in borderland maps, why do you need a breakout if you have 10 people to attack with anyway. As of today on my server we had 10-20 invaders all the time using it and we have less players than the other two. I thought it should help a server who was stuck at Citadel and spawn camped not give free siege to the servers who already have more than enough peple to attack anyway.
So please remove them from south spawn points in the borderlands, there is no need for them there, it’s just another kick in the balls for low pop servers.
<< Gwenyth Saxon, Elementalist>>
DeX on RoS
In my opinion Sigerazer should be removed from enemys spawn points in borderland maps, why do you need a breakout if you have 10 people to attack with anyway. As of today on my server we had 10-20 invaders all the time using it and we have less players than the other two. I thought it should help a server who was stuck at Citadel and spawn camped not give free siege to the servers who already have more than enough peple to attack anyway.
So please remove them from south spawn points in the borderlands, there is no need for them there, it’s just another kick in the balls for low pop servers.
pretty much this.Lots of zergs abuse the siegerazer.we had zergs of 40+ doing outbreaks…..
[AVTR]
Isle of Kickaspenwood
I don’t really mind the siegerazer himself, but what I do mind is that freaking determined buff on every siege he drops.
Sure, if they didn’t have it they would be destroyed before even build, but 2 minutes with invulnerable arrow cart that has a bubble that blocks players and their attacks (AC can get through, but not really worth it as it only hurts the siege user).
Thats full 2 minutes for the invading force to look up for every siege defenders have in the tower and take it down with their invulnerable Arrow cart. Usually what we do is sit back and take it easy until the timer is out and then start to use our defensive siege, because we don’t want to show the positions of them for the enemy.
I would be fine if they made the Arrow carts invulnerable for 30 seconds after Siegerazer has thrown them on the ground and 1 minute for Catapults and ballistas and 2 minutes for the ram. That way the invaders can’t clear the whole tower out of defensive carts that were placed there before hand.
Other than that determined buff on siege Im fine with the whole event.
Mouggari – Warrior – Candy cane Avenger
the npc itself is too op. Needs a serious nerf, and those bubble knock backs gotta go away too. One thing to not let us in them, but to have them knock us back is a whole different story. The whole event needs to be nerf’d in general honestly.
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