[Suggestion] Changes to Arrow Cart Damage

[Suggestion] Changes to Arrow Cart Damage

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Posted by: gatsu.2813

gatsu.2813

Arrow Carts in the current siege meta is in a weird place when it comes to objective defense and terrain defense. It is working as intended against siege assaults (ram/cata rush) for immediate answer for rushes, however it is too overpowered for choke point fights especially in zerg fight scenarios (alpine east keep lord room for example). I highly suggest to anet and to everyone that this needs to be looked over once again in order to maintain balance overall.

I recommend that arrow cart damage be redefined as a “ramp up” attack rather than direct damage. In this situation, player(s) in arrow cart fire take minimal damage at first and the longer they stay in the field the damage increases over time from applied stacking debuff. This is similar to how the vunerability debuff from rams works on gates. Once the player achieves maximum debuff, they take full damage which makes it too dangerous for them to stay in the firing range. However if they back off and let the buff go off after the period of time, they can get back into the action. Damage to siege remains the same as the old meta. This does several things: 1) tones down the catapult meta and brings back ram meta, 2) players can rotate on rams/catas as this requires teamwork to get damage through to the objective, 3) gives groups a chance to break through a choke point.

[Suggestion] Changes to Arrow Cart Damage

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Posted by: X T D.6458

X T D.6458

Not a bad idea for changing acs. If I am understanding correctly, when hit by ac fire you get a debuff that pulses damage and stacks higher with each pulse right?

Of course siege mechanics need an overhaul, siege cap, damage, radius/range, target limits etc

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

[Suggestion] Changes to Arrow Cart Damage

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Posted by: Dawdler.8521

Dawdler.8521

Or we could still just do what is essentially the simplest fix ever: Apply the common siege controls that’s already on trebs and catas to arrowcarts. Physical projectiles, 1/3 to rotate and 2 to hold/fire. Simple and effective. No more 360 noscope arrowcarting. Give the ballista the same treatment while you’re at it.

[Suggestion] Changes to Arrow Cart Damage

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Posted by: gatsu.2813

gatsu.2813

@ X T Yes, what you are saying is exactly what is being suggested. The longer you stay on the rings, the more it hurts. This mechanic prevents bigger groups from turning a difficult situation into an impossible situation for smaller to even matched groups to make any sort of attempt.

The original Alpine maps were balanced for year 1 gameplay. The many changes Anet did over the years has completely disrupted this balance and because of this, the tug-of-war flow of the map has completely dissolved and must be fixed immediately in order to maintain a healthy wvw militia population. Each tower and keep should be like a puzzle that can be solved and progress made through battles. Placing 5 unbalanced arrowcarts (or any siege for that matter) at every single point like in the old days amounts to complete shutdown of the map.

[Suggestion] Changes to Arrow Cart Damage

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Posted by: Osu.6307

Osu.6307

Or, just make it impossible to drop ACs outside of a keep or tower.

Or, make them only hit 5 enemies.

Osu

[Suggestion] Changes to Arrow Cart Damage

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Posted by: Pelto.9364

Pelto.9364

And, that elite skill which drops two fully built ACs on the ground. (Joke in GH about DLs elite skill.)