WvW Mortar Ticks

WvW Mortar Ticks

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Posted by: FugueState.3842

FugueState.3842

[s]There was nothing indicating reduction in damage done to static siege weapons that are available in the towers (mortars, cannons & oil) in the patch notes.

Was it intentional to nerf the damage done to mortar incendiary shells? At the moment, all they do is tickle our enemies, and aren’t a huge deterrent like they had been last night or the past 3 years. All towers get only ONE mortar, and all towers must wait a considerable amount of time to be able to repair that mortar should it get destroyed. Now this isn’t the same for keeps...but then again, there’s only 4 objectives in EB that can have multiple mortars. Each side has 4 towers.

I think with the beta world linking this change should be reverted, or at least reduce the damage done by incendiary shells by about 25~30% instead of what they are now (it feels like incendiary is only doing like ~15% of what it was previously capable of, and that’s WITH food/smolder sigils)

There are other things, like limiting the time the burning is active on the ground, that can be done to nerf incendiary mortar shells while keeping their efficacy intact...outright damage reduction will hurt defense capabilities.

Mortars also take 236243 days to turn....they take an additional 26274324 days to charge, and they have HUGE minimum range of impact...the only thing that isn’t limited by the outright minimum range is Concussion Barrage, and thankfully that can be shot off without turning the mortar. Not only all that, but swapping between shells and turning after firing shots are impossible, because the mortar is locked in position or the cooldown is applied.

I would ask that the devs really revise their decision to this or at least give us a heads up on these kinds of nerfs...[/s]

Edit: After some testing it seems that siege damage no longer scales with a character’s stats....which is unfortunate, which means that people who know how to actually use those siege weapons won’t be able to contribute the most to a fight. So since everything is now linear, the newb on a siege weap that doesn’t know what they’re doing is now hurting their team more than ever.

(edited by FugueState.3842)

WvW Mortar Ticks

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Posted by: Sviel.7493

Sviel.7493

It no longer scales with gear so that it is consistent with the power side. I imagine the damage will be changed so that it is still somewhat of a threat, maybe, since that seems like the whole point of the fire shot.

WvW Mortar Ticks

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Posted by: FogLeg.9354

FogLeg.9354

The fact that siege damage DID scale from player stats was a bug. It was fixed. Finally.