Alright, so at the moment, what we have is a bit of a mixed bag as far as siege goes. Between mastery abilities, free trading on the TP and unintended siege effects, whilst walls and doors have stayed the same, most things have ended up a lil’ bit overpowered and easily accessible for what they are.
Take trebuchets for example. Trebs as a piece of offensive siege are probably around the right mark, in terms of the damage they do compared to how often they can hit (bearing in mind that 95% of the time, they’re used from great range) and how much supply it takes to build one up. In contrast, however, as a piece of defensive siege, they’re one of the most powerful things in WvW. Being able to hit the other side of a gate with a regular shot or being able to supply drain the other side of a gate would be overpowered on their own, the former more than the latter. Combined, it verges on absurd. Putting catapults behind the door to kill siege was nerfed and I really think that trebs should go the same way. Even if the supply drain ability still works, there shouldn’t be that kind of pressure from a single siege weapon that makes it impossible to put anything on a gate.
Incidentally, it’s more situational for just certain keeps, but cannons and mortars probably should go the same way. For example, having the north cannon on the inner west gate of Hills able to destroy any siege on the other side of the outer north gate without anyone being able to touch the cannon from the outside is not particularly well balanced, bearing in mind the amount of damage it does.
Now, before anyone thinks I’d love to make it impossible to hold onto a keep, let’s talk golems. I play in T2. My world has mostly fluctuated between T1-4 in its history. I don’t claim to know how it is in every tier, especially lower tiers. What I do know, however, is that for every one Alpha I see these days, I’ve probably seen 50 Omegas. Barely anyone uses Alphas, except probably to make Omegas. One Omega on its own is not overpowered. Ten is another matter. I’ve seen T3 keeps with defenders drop inside of 3 minutes to an Omega rush. And thanks to blueprints being opened up to the TP, anyone can start their own lil’ Omega rush for very little outlay. I don’t know if this is anyone’s idea of balance, but if it is, I think you have an inner ear problem. To an extent, I’ll grant that some people avoid Alphas simply thanks to the aforementioned trebs. But if we take away that aspect of trebs and other siege being able to do an awful lot of damage from the other side of a gate, as suggested, Alphas actually become viable again. I couldn’t swear a 100% solution as far as Omegas themselves go, but I think starting off by doubling or tripling the outlay needed to make them (Alpha prints, etc.) would be a good start. It may need more tweaking and balancing, but I think Omegas really do have to be pushed back to being a relatively rare sight – something used as a powerful statement that can make all of the difference in a siege, but not with ten of them at a time every couple of hours.
Moving on, we have another dichotomy to consider, so let’s start off with flame rams. Rams and gates have been pretty constant since the start of the game and there hasn’t exactly been a great deal of tactical thought on the area. You put a ram and a gate together and see which one wins. Accordingly, I’d have previously said that regular and superior rams are about where they should be. In all honesty though, the introduction of Ram Mastery kinda threw a spanner in the works. It gave a nice little boost to regular rams, but it’s pushed superior rams into being too powerful. Not only do they take down gates quicker than ever – and certainly much quicker than any balanced defensive siege would do enough damage to kill them, but with the protection provided by Iron Hide, you have an extremely difficult time even just forcing the people manning rams off and buying some time. There are a number of different option you can look at to approach fixing this. 1) Raise the supply cost slightly for superior rams, e.g. to 60, meaning that less can be placed at once. 2) Reduce the supply, e.g. similarly to golems, by upping the number of regular ram blueprints required to make a superior. 3) Add in a particular defensive weakness to Iron Hide.