HUH? Siege Disabler that disables enemy siege

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Posted by: skyhawk.5149

skyhawk.5149

Anyone know how much it costs per use? Cause if its like 10g a use i doubt we’ll see that big of a difference.

Retired Oceanic Commander of Eredon Terrace

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Posted by: saratoga.4872

saratoga.4872

Anyone know how much it costs per use? Cause if its like 10g a use i doubt we’ll see that big of a difference.

probably comparable to the stealth and supply traps… so not really much….

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Posted by: Sean.8274

Sean.8274

I wonder if it will nullify siege such as oil and cannons. I hope not. These are purely defensive sieges and should be left alone.

Lucy Ursa~80 Guardian | Worf Rozhenko~80 Warrior | Vera Valentine~80 Mesmer | Cupcake~80 Engi
King Arcturus X~80 Ranger | Suki Serra~80 Thief | Count Charon~80 Necro | Regulus Leo~80 Ele
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Posted by: saratoga.4872

saratoga.4872

I wonder if it will nullify siege such as oil and cannons. I hope not. These are purely defensive sieges and should be left alone.

Doubt it will make a differentiation so it will likely be Yes…. hope I am wrong….and I believe all siege within the tower or on the walls should be Immune..otherwise this is just stupid.

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Posted by: SpellOfIniquity.1780

SpellOfIniquity.1780

If this can take out my defensive siege that I spend hours placing, I’m not ever going to defend again. That is all I have to say about that.

Yeah that is precisely my concern…..

I have been playing this game for very close to a year now, and from almost the very start I’ve been a dedicated scout/roamer. I enjoy relaying info to our server and commanders, I enjoy siegeing towers and escorting yaks, in general I enjoy doing the thankless jobs because I feel like I’m making an impact. It has never really bothered me that I spend a lot of money doing it like it does so many other scouts. I feel like I scout because I want to and I don’t at all mind having to spend my cash doing so. But I have never liked how difficult it is to place wall siege thanks to AOE’s. In some towers, there simply aren’t enough locations to place siege where it won’t get destroyed in an instant, and of all the things that could discourage me this is the one that upsets me most… Now ANet is releasing something that can disable my siege all together? Yeah, no… I’ll spend the entire day siegeing and refreshing a tower if I know there’s a chance I/my server can defend it… But now that siege can just be SHUT OFF… kitten this I’m joining the EOTM train and retiring, this is the last straw.

Necromancer, Ranger, Warrior, Engineer
Champion: Phantom, Hunter, Legionnaire, Genius
WvW rank: Diamond Colonel | Maguuma

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Posted by: Jeknar.6184

Jeknar.6184

So a siege anything now:

1 – Disable and destroy all ACs on the walls.
2 – Build a bunch of catas in a blind spot for counter treb.
3 – Win.

Like attacking wasn’t easy enough already.

Kawagima / Kelvena Riverstream / Calamis Fatima / Hanna Flintlocke
WvW Rank 3800 (Platinum Veteran) – PvP Rank 69 (Shark) – 25,9k Achievment Points
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Posted by: Ulion.5476

Ulion.5476

It can stop offensive and defensive siege. Has the range to disable nearby offensive siege from the wall. A single defender can stop 10 rams on a gate by peaking over the wall a tossing it :P. I see more zerg swapping to max range catapult/trebs and disabling AC on the way in. I can see this completely changing wvw. Harder to break into a keep but easier to push through a AC lines. Commander having select members focusing sololy on disabling enemy siege during a push.

Ele – Tarnished Coast
“Quoth the raven nevermore”
Platinum Scout: 300% MF

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Posted by: storiessave.3807

storiessave.3807

This feature pack looks like it’s going to be one big “kitten you” to WvWers.

Basically, what we’re getting is:

~A way to perma-disable defensive siege (very low cast time, very large radius).
~A way to perma-disable offensive siege (very low cast time, very large radius).
~A super OP golem explosion and swiftness/stealth/leap backwards when the golem dies.
~New commander tag colors, which will cost only 1200g for the extra organization that ANet is so kindly granting us.

I know we’ve been asking for a WvW patch for a while, ANet, but screwing all of us over wasn’t exactly what we had in mind. I’m sure those who like running havoc squads will thank you for every bit of supply they get being wasted on siege that gets rendered useless when this update hits.

Inb4 “Introducing PvD Mastery!”

So angry about this update, and it’s not even here yet.

Tarnished Coast

Catorii | Lustre Delacroix | Catorii Desmarais | Synalie

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Posted by: Virtute.8251

Virtute.8251

Siege Disabler good.

Vanity Commander bad.

Super Golem kinda funny.

Legendary PvF Keep Lord Anvu Pansu Senpai
RvR isn’t “endgame”, it’s the only game. Cu in CU.

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Posted by: Mizhas.8536

Mizhas.8536

What I see is endless zergs hitting doors without any siege. Manmode FTW!

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Posted by: TurtleofPower.5641

TurtleofPower.5641

Siege disabler actually looks cool. It’s freaking out people that just want to karma train through WvW instead of have a strategy, which is good.

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Posted by: Warlord of Chaos.7845

Warlord of Chaos.7845

So basically this makes ramming almost impossible which means people will have to cata/treb which means open field fights without siege. I will definitely take that rather then what we have now

-Rylock [vE]
Retired.

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Posted by: Jeknar.6184

Jeknar.6184

Siege disabler actually looks cool. It’s freaking out people that just want to karma train through WvW instead of have a strategy, which is good.

Actually it’s freaking out people who have to deal in 5v30+ situations while defending…

Kawagima / Kelvena Riverstream / Calamis Fatima / Hanna Flintlocke
WvW Rank 3800 (Platinum Veteran) – PvP Rank 69 (Shark) – 25,9k Achievment Points
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Posted by: saratoga.4872

saratoga.4872

Siege disabler actually looks cool. It’s freaking out people that just want to karma train through WvW instead of have a strategy, which is good.

Actually it makes defensive siege worthless….so it “fill_in_blanks” the defenders.

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Posted by: Warlord of Chaos.7845

Warlord of Chaos.7845

Siege disabler actually looks cool. It’s freaking out people that just want to karma train through WvW instead of have a strategy, which is good.

Actually it’s freaking out people who have to deal in 5v30+ situations while defending…

To be fair if its 5v30 you should lose it. Theres nothing that those 5 people could do currently, since a 30 man group shouldn’t wipe to 5 ac. Maybe now they could disable the siege long enough to call for help.

-Rylock [vE]
Retired.

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Posted by: Jeknar.6184

Jeknar.6184

To be fair if its 5v30 you should lose it. Theres nothing that those 5 people could do currently, since a 30 man group shouldn’t wipe to 5 ac. Maybe now they could disable the siege long enough to call for help.

If you are inside a sieged tower by the time the enemy get to it (or even a little after), there will be little to nothing they will be able to do unless they really decide to commit time for it (Which most zergs don’t). With this stupid trap, they can simply walk inside any T3 tower without even having to commit time for it.

Kawagima / Kelvena Riverstream / Calamis Fatima / Hanna Flintlocke
WvW Rank 3800 (Platinum Veteran) – PvP Rank 69 (Shark) – 25,9k Achievment Points
Mërcenaries [Sold] – Ferguson’s Crossing

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Posted by: style.6173

style.6173

Siege disabler actually looks cool. It’s freaking out people that just want to karma train through WvW instead of have a strategy, which is good.

Actually it makes defensive siege worthless….so it “fill_in_blanks” the defenders.

I don’t think you understand how siege or traps work. This will be a huge benefit to defenders, not to the offensive focused people.

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Posted by: Warlord of Chaos.7845

Warlord of Chaos.7845

To be fair if its 5v30 you should lose it. Theres nothing that those 5 people could do currently, since a 30 man group shouldn’t wipe to 5 ac. Maybe now they could disable the siege long enough to call for help.

If you are inside a sieged tower by the time the enemy get to it (or even a little after), there will be little to nothing they will be able to do unless they really decide to commit time for it (Which most zergs don’t). With this stupid trap, they can simply walk inside any T3 tower without even having to commit time for it.

And if I am inside this tower I can disable all of their rams constantly. By the time they can kill the gate reinforcements would have arrived. This disabler helps both sides, not just the attacker.

-Rylock [vE]
Retired.

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Posted by: PetricaKerempuh.7958

PetricaKerempuh.7958

this sounds good. im sick of 5 guys sitting on sup ac’s whole morning. more ac’s is not the answer to everything anymore.

concerning thing is LoS. does this mean that attackers cant disable ac’s. if so, step in the wrong direction.

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Posted by: saratoga.4872

saratoga.4872

Siege disabler actually looks cool. It’s freaking out people that just want to karma train through WvW instead of have a strategy, which is good.

Actually it makes defensive siege worthless….so it “fill_in_blanks” the defenders.

I don’t think you understand how siege or traps work. This will be a huge benefit to defenders, not to the offensive focused people.

Meaning no disrespect but I understand Precisely how siege and traps work… and this is not a trap in the sense that the enemy trips it, rather it is referred to as a Trick by the Anet representative…….that can be AOE targeted just like a grenade from a range of a longbow (1200) with the AOE circle being around 450… if it touches your siege it is not working for 45 seconds…. so Clearly this is BAD for the defenders…. and actually quite good for the mindless zerg wanting to take down a T3 tower…..

In my opinion this actually makes it harder to defend and I suspect a lot of the players will think hard about whether it is worth bothering to spend the time and money buying and building siege.

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Posted by: PetricaKerempuh.7958

PetricaKerempuh.7958

you “defending is hard” QQers have already done enough to wvw, tyvm. i remember once having fights in wvw, not trying to break walls under 55.735 sup AC’s firing on my head to get to 3 guys inside!

less siege, nerf ac’s.

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Posted by: Tyler Bearce

Tyler Bearce

Game Designer

Hey guys, I wanted to pop in and make a few points about the siege disabler.

  • This is a thrown projectile, and as such, can be countered by abilities that block or reflect projectiles (Shield of Absorption, Swirling Winds, etc)
  • It has a ~5silver, 10 supply and 15 badge cost. This cost coupled with the above point, will likely limit the amount that these items are used to important tactical plays.
  • Siege is not permanently disabled, the disabler is just meant to open up a window of opportunity. Players may choose to spread their siege out more to be less vulnerable to this tactic.
  • As you are probably aware, we are adding Golem Mastery in the same update. This provides a new, viable option for countering a golem rush.
  • The traps we’ve added in the past, have seen low use. So we intentionally created this trick to be a bit on the stronger side. However, it’s still hard to say exactly how it will play out in the live game, but if it ends up hurting gameplay more than helping it we are open to adjusting it in the future.

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Posted by: Phantom.8130

Phantom.8130

you “defending is hard” QQers have already done enough to wvw, tyvm. i remember once having fights in wvw, not trying to break walls under 55.735 sup AC’s firing on my head to get to 3 guys inside!

less siege, nerf ac’s.

And the “mindless blob, easy karma train, afraid to use strategy, whine about a challenge” crowd has done consistent irreversible damage to WvW since launch. I remember once needing to actually think and communicate in WvW, and not just spam 1 while running in a giant circle with 80 strangers and facemashing against whatever got in our way.

To each their own, I suppose. Some people actually like rising to a challenge, others are terrified of the very concept.

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Posted by: Gellrock.4073

Gellrock.4073

Siege disabler actually looks cool. It’s freaking out people that just want to karma train through WvW instead of have a strategy, which is good.

Actually it makes defensive siege worthless….so it “fill_in_blanks” the defenders.

I don’t think you understand how siege or traps work. This will be a huge benefit to defenders, not to the offensive focused people.

Meaning no disrespect but I understand Precisely how siege and traps work… and this is not a trap in the sense that the enemy trips it, rather it is referred to as a Trick by the Anet representative…….that can be AOE targeted just like a grenade from a range of a longbow (1200) with the AOE circle being around 450… if it touches your siege it is not working for 45 seconds…. so Clearly this is BAD for the defenders…. and actually quite good for the mindless zerg wanting to take down a T3 tower…..

In my opinion this actually makes it harder to defend and I suspect a lot of the players will think hard about whether it is worth bothering to spend the time and money buying and building siege.

This is good and bad for both attackers and defenders. Defenders to counter this would need to place ac’s and other siege in places the tricks can’t reach. Attackers, in my opinion, now have it worse. A single guy with 10 supply can stop 5 rams or catas (maybe 10) from firing for 40 seconds. That guy could then go back get more supply and throw another trick once the siege is active again. This would make defending easier. And since its a thrown trick all you have to do is step on the walls edge and toss.

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Posted by: Virtute.8251

Virtute.8251

  • It has a ~5silver, 10 supply and 15 badge cost. This cost coupled with the above point, will likely limit the amount that these items are used to important tactical plays.

3,750 badges
12.5 g

I’ll buy a full stack.

Legendary PvF Keep Lord Anvu Pansu Senpai
RvR isn’t “endgame”, it’s the only game. Cu in CU.

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Posted by: Sean.8274

Sean.8274

Siege disabler actually looks cool. It’s freaking out people that just want to karma train through WvW instead of have a strategy, which is good.

Actually it makes defensive siege worthless….so it “fill_in_blanks” the defenders.

I don’t think you understand how siege or traps work. This will be a huge benefit to defenders, not to the offensive focused people.

Meaning no disrespect but I understand Precisely how siege and traps work… and this is not a trap in the sense that the enemy trips it, rather it is referred to as a Trick by the Anet representative…….that can be AOE targeted just like a grenade from a range of a longbow (1200) with the AOE circle being around 450… if it touches your siege it is not working for 45 seconds…. so Clearly this is BAD for the defenders…. and actually quite good for the mindless zerg wanting to take down a T3 tower…..

In my opinion this actually makes it harder to defend and I suspect a lot of the players will think hard about whether it is worth bothering to spend the time and money buying and building siege.

This is good and bad for both attackers and defenders. Defenders to counter this would need to place ac’s and other siege in places the tricks can’t reach. Attackers, in my opinion, now have it worse. A single guy with 10 supply can stop 5 rams or catas (maybe 10) from firing for 40 seconds. That guy could then go back get more supply and throw another trick once the siege is active again. This would make defending easier. And since its a thrown trick all you have to do is step on the walls edge and toss.

This guy has it right. Sure, it could hinder defense. But it can hinder offense much more. In defense, you can still place siege behind walls which cannot be hit by any AoE. These can be used to take out rams at the gate from the inside. Trebs can be used to take out catas or other trebs, and can (and should) always be placed in a “safe from AoE” spot. Sure, its not going to slow down 30 omega golems, but were you ever really going to?

Lucy Ursa~80 Guardian | Worf Rozhenko~80 Warrior | Vera Valentine~80 Mesmer | Cupcake~80 Engi
King Arcturus X~80 Ranger | Suki Serra~80 Thief | Count Charon~80 Necro | Regulus Leo~80 Ele
HoD since launch

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Posted by: Kaos.9162

Kaos.9162

Hey guys, I wanted to pop in and make a few points about the siege disabler.

  • This is a thrown projectile, and as such, can be countered by abilities that block or reflect projectiles (Shield of Absorption, Swirling Winds, etc)
  • It has a ~5silver, 10 supply and 15 badge cost. This cost coupled with the above point, will likely limit the amount that these items are used to important tactical plays.
  • Siege is not permanently disabled, the disabler is just meant to open up a window of opportunity. Players may choose to spread their siege out more to be less vulnerable to this tactic.
  • As you are probably aware, we are adding Golem Mastery in the same update. This provides a new, viable option for countering a golem rush.
  • The traps we’ve added in the past, have seen low use. So we intentionally created this trick to be a bit on the stronger side. However, it’s still hard to say exactly how it will play out in the live game, but if it ends up hurting gameplay more than helping it we are open to adjusting it in the future.

Is there some sort of internal cooldown on siege before they can be disabled again, or can you just chain disable them forever if you have a steady stream of supply and people with grenades? Is there going to be some sort of indicator that someone is throwing one of these so you can react to it and try to block/reflect it? Because as it stands it seems like it’ll be extremely hard to predict when or where exactly one of these is going to be thrown.

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Posted by: Lord Kuru.3685

Lord Kuru.3685

These two points show the massive disconnect between the devs and how this game is played:

  • This is a thrown projectile, and as such, can be countered by abilities that block or reflect projectiles (Shield of Absorption, Swirling Winds, etc)

It’s amazing that you think projectile blocking will have any significant effect on the use of this trick/trap.

  • It has a ~5silver, 10 supply and 15 badge cost. This cost coupled with the above point, will likely limit the amount that these items are used to important tactical plays.

It’s equally amazing that you think this cost will limit the amount these are used.

And in terms of gameplay. Not sure why you want to create items that either:

  1. favor the large force even more.
  2. promote stalemates with people milling around either inside (defense) or outside (offense) waiting for trapped siege to go off cooldown.

And what did happen to EoTM as a testing ground for ideas? It fails at that also?

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Posted by: Johje Holan.4607

Johje Holan.4607

Hey guys, I wanted to pop in and make a few points about the siege disabler.

  • As you are probably aware, we are adding Golem Mastery in the same update. This provides a new, viable option for countering a golem rush.

Thanks for the post.

I am especially concerned about Golem Mastery. Golems are already too powerful.

What is the rationale for making the siege disabler affect Golems for less time than other siege? I would think it should affect Golems for the same amount or even more time.

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Posted by: Sean.8274

Sean.8274

Is there some sort of internal cooldown on siege before they can be disabled again, or can you just chain disable them forever if you have a steady stream of supply and people with grenades? Is there going to be some sort of indicator that someone is throwing one of these so you can react to it and try to block/reflect it? Because as it stands it seems like it’ll be extremely hard to predict when or where exactly one of these is going to be thrown.

As far as I can tell, there is no internal cooldown. You can chain the debuff as much as you have supply for. The debuff does not stack though.

As for an indicator of it being thrown, I would imagine no. People will have to learn the telegraph or simply chain reflection/projectile blocking skills.

What I want to know is if the “grenade” is reflected, will it disable enemy siege where it lands? Because that will be hilarious. I can see it now: commanders raging about pugs throwing siege disablers from right next to rams and having it reflected…. lol

Lucy Ursa~80 Guardian | Worf Rozhenko~80 Warrior | Vera Valentine~80 Mesmer | Cupcake~80 Engi
King Arcturus X~80 Ranger | Suki Serra~80 Thief | Count Charon~80 Necro | Regulus Leo~80 Ele
HoD since launch

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Posted by: Radian.2478

Radian.2478

So the new meta will be to gate treb your own gate for defense while chunking siege disablers at your own gate. The 450 radius on siege disabler is greater than the 360 radius on rams. Defenders can make sure to have +5 supply capacity and pick up a guild claimed + 5 to have enough supply for two siege disablers before even having to touch a tower supply. Make sure towers have high supply at all time and always have a D/P thief in each tower. If the other team switches to catapult walls, have your thief stealth and chunk a siege disabler at their catapults. Resupply in tower and do the same again until your blob comes back to wipe them.

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Posted by: PetricaKerempuh.7958

PetricaKerempuh.7958

you “defending is hard” QQers have already done enough to wvw, tyvm. i remember once having fights in wvw, not trying to break walls under 55.735 sup AC’s firing on my head to get to 3 guys inside!

less siege, nerf ac’s.

And the “mindless blob, easy karma train, afraid to use strategy, whine about a challenge” crowd has done consistent irreversible damage to WvW since launch. I remember once needing to actually think and communicate in WvW, and not just spam 1 while running in a giant circle with 80 strangers and facemashing against whatever got in our way.

To each their own, I suppose. Some people actually like rising to a challenge, others are terrified of the very concept.

i dnt know what server you play at, but more ac’s is not gonna bring it alive again.

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Posted by: Virtute.8251

Virtute.8251

Is there some sort of internal cooldown on siege before they can be disabled again, or can you just chain disable them forever if you have a steady stream of supply and people with grenades?

Skill cooldown works that way, yes.

The Siege Disabler cooldown for each individual is equal to the time required to resupply.

Legendary PvF Keep Lord Anvu Pansu Senpai
RvR isn’t “endgame”, it’s the only game. Cu in CU.

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Posted by: storiessave.3807

storiessave.3807

Hey guys, I wanted to pop in and make a few points about the siege disabler.

  • This is a thrown projectile, and as such, can be countered by abilities that block or reflect projectiles (Shield of Absorption, Swirling Winds, etc)

It’s laughable that you think people could react to this trap before it’s cast. It has like a split second cast time, unlike the other traps. What are we supposed to do, have our staff eles spam focus air and guards spam wall of reflect/bubble? Seriously? This is supposed to be an improvement to our gameplay? Focus isn’t even viable for ele in zergs, and we have no out-of-combat weapon swap.

  • It has a ~5silver, 10 supply and 15 badge cost. This cost coupled with the above point, will likely limit the amount that these items are used to important tactical plays.

You’re kidding, right? You’re charging 300g per tag color and you’re saying 5s per trap will limit how much these are used? Don’t even bother with badges – they’re so easy to farm with EotM that people have thousands of those saved up.

  • Siege is not permanently disabled, the disabler is just meant to open up a window of opportunity. Players may choose to spread their siege out more to be less vulnerable to this tactic.

People put rams on a gate. How do you spread out siege across the gate on a tower? Catas go next to trebs to counter any countertreb shots that might come our way. Having to spread them out kind of defeats the purpose of the bubble.

There are only so many walls that can be trebbed/cata’d, and it’s not like if we’re rushing a garri, and our rams get disabled, we can go “oh, okay, we’ll just head to another gate, let the enemy server rally their forces, and get our rams disabled there too before they wipe us.”

And not permanent? It has no cooldown. Once it wears off, you can grab another 10 supply from your tower or keep and throw another one. How is that not permanent?

However, it’s still hard to say exactly how it will play out in the live game…

So you haven’t tested this out period in a WvW setting. Introducing a game-changing item and not actually testing it other than recording a video showing it thrown around is beyond stupid. This is going to ruin WvW. It’s bad for both defenders and attackers all around.

Tarnished Coast

Catorii | Lustre Delacroix | Catorii Desmarais | Synalie

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Posted by: Nokaru.7831

Nokaru.7831

What’s the target cap of this trick? How many golems will one guy be able to disable at a time? I’m guessing 20, but I’d like to know for sure.

I’d also like to point out that all projectile blocks and reflects are smaller than the radius of this Siege Disabler. People will just throw the projectile to the side and the AoE will just disable them.

(edited by Nokaru.7831)

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Posted by: Radian.2478

Radian.2478

The lesser tiers that are already struggling to get numbers will not be able to capture anything because it only takes one person to chunk a siege disabler and then the attacking group won’t even have enough supply to do anything about it after building rams so they’ll just sit there afk until the siege disablers stop or just keep capturing supply camps. The only good result I can think of is this will stop open field siege in zerg v zerg. But first of all, if eotm really was designed to be a testing ground for wvw, why isn’t one of the biggest game changing updates being first tested in eotm? Or was it only designed to test the megaservers for pve…

Don’t get me started with the cost of this trap. EotM gives up to 200 badges per hour. That’s 40 siege disablers per hour which is .66 siege disablers per minute. Countless people are already over 100k badges and you don’t even need 1% of that to have enough siege disablers.

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Posted by: Virtute.8251

Virtute.8251

These things being written as complaints read like non-problematic facts to me. Disablers are one of things they’re getting right. Siege deserves counter-siege. Siege deserves to be potentially annoying for both sides.

Legendary PvF Keep Lord Anvu Pansu Senpai
RvR isn’t “endgame”, it’s the only game. Cu in CU.

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Posted by: Nokaru.7831

Nokaru.7831

Here’s a video of it in use: Guildmag Video

The projectile velocity seems pretty fast.

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Posted by: style.6173

style.6173

Here’s a video of it in use: Guildmag Video

The projectile velocity seems pretty fast.

This looks perfectly fine to me. As I told the OP. this will benefit defenders way more than attackers.

The only way I’d be wrong is if there is no line of sight to the grenade, but I find that highly unlikely.

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Posted by: EFWinters.5421

EFWinters.5421

Great! Why force karma blobs to clear cannons and oil? Obviously this slows down the karma train, and ArenaNet can’t have that happening can it?

I guess ArenaNet is really trying to kill WvW and turn it into a mindless quest for karma. Oh wait, they already did that. This update is just another nail in the coffin.

Actually it’s probably the last one.

Human Guardian
Fort Aspenwood

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Posted by: guardian.6489

guardian.6489

This is a thrown projectile, and as such, can be countered by abilities that block or reflect projectiles (Shield of Absorption, Swirling Winds, etc)

This in my mind balances this trick out IMO.

It’s really easy to make a permament projectile destroying bubble around a zerg in tequatl, it stands to reason a well-coordinated guild group or a zerg could figure out how to spread their reflects enough to create something similar around a group of siege.

This means this trick would only delay a massive zerg when they get caught off-guard until they figure out how to counteract it with blocks which is a good thing in my mind since it adds some counter-play in Attacking and defending especially with a small group of defenders against a large zerg where they’re trying to delay till reinforcements arrive.

Retired Leader of TTS

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Posted by: Nokaru.7831

Nokaru.7831

This in my mind balances this trick out IMO.

With a 450 radius you can probably just toss these at the gate from inside and disable all Flame Rams. Even if you couldn’t do this, the largest Projectile Blocker is Swirling Winds which is a 400 radius which is not big enough.

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Posted by: Virtute.8251

Virtute.8251

This in my mind balances this trick out IMO.

With a 450 radius you can probably just toss these at the gate from inside and disable all Flame Rams. Even if you couldn’t do this, the largest Projectile Blocker is Swirling Winds which is a 400 radius which is not big enough.

Radius 450
http://wiki.guildwars2.com/wiki/Siege_Bubble

Radius (mislabeled “Range”) 1000
http://wiki.guildwars2.com/wiki/Shield_Bubble

Catapult siege bubble is already being used to defend trebuchets, in positions where the catapults’ only purpose is the defensive siege bubble rotation.

The fact that siege disabler can be thrown at the edge of swirling winds’ radius is a fact of gameplay, where it becomes important to know that fact and apply it. That is not a problem to be fixed. It is knowledge to be used.

Legendary PvF Keep Lord Anvu Pansu Senpai
RvR isn’t “endgame”, it’s the only game. Cu in CU.

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Posted by: Nokaru.7831

Nokaru.7831

Catapult siege bubble is already being used to defend trebuchets

You mean against slow moving, easily predictable incoming projectiles? Why yes, they are.

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Posted by: Baldrick.8967

Baldrick.8967

Hey guys, I wanted to pop in and make a few points about the siege disabler.

  • This is a thrown projectile, and as such, can be countered by abilities that block or reflect projectiles (Shield of Absorption, Swirling Winds, etc)
  • It has a ~5silver, 10 supply and 15 badge cost. This cost coupled with the above point, will likely limit the amount that these items are used to important tactical plays.
  • Siege is not permanently disabled, the disabler is just meant to open up a window of opportunity. Players may choose to spread their siege out more to be less vulnerable to this tactic.
  • As you are probably aware, we are adding Golem Mastery in the same update. This provides a new, viable option for countering a golem rush.
  • The traps we’ve added in the past, have seen low use. So we intentionally created this trick to be a bit on the stronger side. However, it’s still hard to say exactly how it will play out in the live game, but if it ends up hurting gameplay more than helping it we are open to adjusting it in the future.

Only limit is the amount of supply your zerg can carry or the amount in the tower. If you expect commanders to have 300g spare and 1500g if they want a full set of colours the silver cost and badge cost is nothing.

With the range spreading siege is not an option- if you spread it too far it won’t be able to hit anything useful as it will be too far out of range.

Did any players actually get any say in the design of this, was it tested?

Golem mastery wasn’t needed and makes golems even more OP if you are already outnumbering the opposition.

The current traps aren’t used much because 1. the stealth trap is pratically useless, thiefs can actually dodge over it and the reveal doesn’t last long enough. if it rooted them in place for ten seconds unable to do anything it might be useful. 2. supply trap only hits a limited number of players and hence is a waste of supply and time against a zerg.

If you bothered to ask wvw players and had a player testing team and a test server then you would know all this already.

WvW player. Doing another world completion for my next Legendary. Hater of mini-games.

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Posted by: Lonami.2987

Lonami.2987

I don’t know, the way traps are designed isn’t very good. You can’t really counter them in any way, and they are single use.

I think the only solution is to make traps grenades. You throw one, and it takes some seconds to explode, so the enemy can tell and dodge it. I think this is the best solution, but I don’t know if it matches the original design goals.

Other ideas: (Not as good, just random musings)

What if they worked as turrets, hidden burrowed in the ground and showing themselves once enemies get near? They would have AOE attacks over their positions, and activate only depending on number of enemies and time standing close (single player standing a lot would trigger it, lot of players rushing by would activate it quickly). They would always hit once, then you would need to destroy them to stop their effects.

Their detection range would be smaller than their attack range. Detection range would activate them, making them attack in the attack range. If enemies exit the attack range, the turret eventually burrows back. Once they show up they can be destroyed. Or maybe they could self destruct after one use.

Examples:

  • Stealth Disruptor Trap: Once enemies get near the detection range (600 of distance) it shoots arrows in a circle for a bigger distance (like 1200). These arrows pierce, and cause crippled + bleeding + stealth removal for 30 seconds. This attacks happens each 10 seconds, until the tower is destroyed or enemies get outside of the attack range, making the turret burrow again.
  • Supply Removal Trap: Same numbers as the previous trap. This time, the turret summons an AOE poison cloud that works similarly to the trebuchet attack. The cloud lingers for at least 30s in the trap’s position, no matter it was destroyed or not. Causes poison + blind + gradual supply removal when inside the aoe.
  • Siege Disabler Trap: Activates when it detects siege being used on its attack range. Sends an electrical attack that causes stun + vulnerability + weakness + siege disablement.

Well, the turret concept is kinda pointless if they are one use, but I still think it would be cool to see a turret pop up from the ground, so the enemy can visually detect what’s happening. I think the real problem lies on how the traps get activated.

Another option could be traps being turret controlled by players from the distance, which would solve the activation problems, as well as the possible spamming problems of a base full of traps.

Elonian elite specialization ideas: El: Dervish
M: Bladedancer – N: Scourge – En: Occultist – Ra: Swampstalker
T: Sharpshooter – G: Sunspear – Re: Hierophant – W: Corsair

(edited by Lonami.2987)

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Posted by: storiessave.3807

storiessave.3807

Catapult siege bubble is already being used to defend trebuchets

You mean against slow moving, easily predictable incoming projectiles? Why yes, they are.

^ That.

This “projectile” is neither slow nor noticeably telegraphed.

Tarnished Coast

Catorii | Lustre Delacroix | Catorii Desmarais | Synalie

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Posted by: insanemaniac.2456

insanemaniac.2456

  • It has a ~5silver, 10 supply and 15 badge cost. This cost coupled with the above point, will likely limit the amount that these items are used to important tactical plays.

nope

the money cost is irrelevant. no ones cares about 5s. 15 badges is a joke thanks to eotm and achievements. 10 supply just limits the amount of time a single person can hold off a zerg to something finite.

you wanna talk important “tactical” decisions… us wvw commanders need those tag colors, they are not some mere vanity. and yet you want to charge us 1200g(?) to have full utility.

time to farm some dungeons and play trading wars 2 cuz wvw sure as hell aint gonna get us that 1200g.

JQ: Rikkity
head here to discuss wvw without fear of infractions

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Posted by: TurtleofPower.5641

TurtleofPower.5641

Catapult siege bubble is already being used to defend trebuchets

You mean against slow moving, easily predictable incoming projectiles? Why yes, they are.

^ That.

This “projectile” is neither slow nor noticeably telegraphed.

Why the heck would it be? The point is to change up the ridiculously stagnant siege play in WvW. You can’t do that with some baby step attempt that never is really useable like the last traps.

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Posted by: Blix.8021

Blix.8021

Does anet even play their own game?

1. be a thief or have a thief nearby.
2. shadow refuge
3. throw trick on rams
4. repeat as necessary

grats, now nobody can ever ram a building ever again unless it’s pure pvd and nobody is defending. great addition to gameplay