[Suggestion] Changes to Arrow Cart Damage
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
Honesty is not insulting, stupidity is.
>Class Balance is a Joke<
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.
@ 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.
Or, just make it impossible to drop ACs outside of a keep or tower.
Or, make them only hit 5 enemies.
And, that elite skill which drops two fully built ACs on the ground. (Joke in GH about DLs elite skill.)