or maybe FOO needs waha
or maybe JQ hasn’t learn the new tactic to deal with the recent changes to wvw yet
or maybe JQ no longer has the coverage advantage now with BG gaining more SEA guilds
or maybe JQ is getting old and slow and can’t adapt to the new tactics brought by WM and other new BG guilds ( or commanders)lmao right now even SoR has higher ppt…
Or maybe we’ve learned not to bust our rumps with a 15K lead and take it a little easy so we don’t get burned out on a weekly basis. Could be anything, right?
Mesmers seem the ideal profession to get some form of Boon Hate. Remember Aneurysm in GW1? A modified version:
Aneurysm
Spell. Target foe has all Boons refreshed. For each boon refreshed in this way, that foe takes n damage and all nearby foes lose 1 Boon.
C’mon Devon, you know you like it.
Well the “Why Me” was just an example. I am actually in the process of working up a Camp Capture/Defense roaming group.
Which will also be able to spot potential zergs and be able to forewarn BL commanders.
Edit: also be able to siege slap to keep decay at bay.Our server is in desperate need of Camp groups that are organized on a large scale basis for around the clock flipping. Im sure we have people on all hours of the day and night, someone just needs to speak up and get something organized :-)
OK, here’s a question for you then… with the 30 seconds before “X” thing, how do you expect to be a roaming camp defense if the camp can be flipped before you ever see the “X” appear?
The defense of camps would be for when a BL or EB commander is intent on sieging a specific target that looks like it will take time. Take the camp(s) Siege them up so the defenders don’t have it, or have a heck of a time retaking it, therefore denying them resources. Sieging a Keep or Tower and just allowing the defenders an easy flip of the camp for resupply is just ridiculous.
Um… what tier are you in out of curiosity?
Bottom rung baby :-)
Does that make a difference in holding camp(s) from defenders so they cant get resupply to hold off a siege? I’ve seen towers and keeps run dry but hold off with players who run supply to build more ACs and repair gates until they bleed dry the attackers.
Ever see a hoard of 60 or 70 players all come storming into the camp you’re either trying to defend (that ballista seems awfully inept at that moment…) or pouring in from spawn right as you get the ring up? Yeah, it actually makes a difference. In T1, they may send a few to take the camp. If that doesn’t work, brace for impact because they’re all coming.
Well the “Why Me” was just an example. I am actually in the process of working up a Camp Capture/Defense roaming group.
Which will also be able to spot potential zergs and be able to forewarn BL commanders.
Edit: also be able to siege slap to keep decay at bay.Our server is in desperate need of Camp groups that are organized on a large scale basis for around the clock flipping. Im sure we have people on all hours of the day and night, someone just needs to speak up and get something organized :-)
OK, here’s a question for you then… with the 30 seconds before “X” thing, how do you expect to be a roaming camp defense if the camp can be flipped before you ever see the “X” appear?
The defense of camps would be for when a BL or EB commander is intent on sieging a specific target that looks like it will take time. Take the camp(s) Siege them up so the defenders don’t have it, or have a heck of a time retaking it, therefore denying them resources. Sieging a Keep or Tower and just allowing the defenders an easy flip of the camp for resupply is just ridiculous.
Um… what tier are you in out of curiosity?
Well the “Why Me” was just an example. I am actually in the process of working up a Camp Capture/Defense roaming group.
Which will also be able to spot potential zergs and be able to forewarn BL commanders.
Edit: also be able to siege slap to keep decay at bay.Our server is in desperate need of Camp groups that are organized on a large scale basis for around the clock flipping. Im sure we have people on all hours of the day and night, someone just needs to speak up and get something organized :-)
OK, here’s a question for you then… with the 30 seconds before “X” thing, how do you expect to be a roaming camp defense if the camp can be flipped before you ever see the “X” appear?
That’s interesting, but without body-blocking it could be rather OP. Now, if we could drop and build burning oil pots on the wall that would make an interesting counter… or carry one-time use pots of burning oil from a built upgrade structure somewhere in the keep/tower…
Hmm… I like that… keep upgrade, burning oil reservoir. “F” to interact and pick up a one-time use mini-pot of burning oil.
That’s just it. There are people that realize the value in maintaining defensible structures and there’s everyone else. Try and convince some random person looking to run around and go wild that they need to keep a presence in a tower for a period of time. Good luck with that. It’s pretty much going to be exclusively people from WvW styled guilds that are willing to put time in defense, and the harder and more boring defense becomes, well, it just makes WvW less fun. C’mon, you’re already complaining “Why me?” and you’re not even on my server (I think) or in my guild yet. (We’re recruiting, btw. Jade Quarry, lovely server, FIRE guild, dedicated to WvW with a great bunch of guys. TS required, all we ask is that if you’re online on reset night you join us in WvW and it’s preferred if you represent.)
Not Auto-loot. Auto-loot is bad.
What would be nice is if the loot bags themselves showed up in inventory as stackable items to 250. Then you can open them later at your leisure and you should never come close to inventory issues. I’d have the bags be soul bound (account bound at the most) so they don’t wind up cluttering the TP.
Well that is quite disappointing. I was ok with many of the ‘nerfs’ to my class in regards to decreasing power level in some cases, but I wasn’t ok with ruining the flow of the game play for me. That and some bugs/poor design that are applying things when they shouldn’t and are most likely causing their changes to have the opposite of intended effects.
So basically these changes are forcing people to babysit objectives, micro manage siege, and basically do un-fun time wasting things instead of fighting players. Sounds like a pretty bad patch and will negatively impact our matchup.
Everyone complains about zerg balls and ANET is making zergs split up, it seems. So…nay still? I truly am glad I don’t work for anet. They simply can’t win, no matter how carefully they think things through.
Nah, it’s been keeping the zerg together more than ever. You can zerg through a tower and flip it before anyone can show up to defend it. Unless, of course, you’ve managed to convince some poor sods to sit there all day babysitting the tower instead of going out and earning wxp and the like.
Some people actually enjoy scouting it may sound shocking to you but if you ask people will scout and they won’t complain some enjoy it as they can multi task etc. Just because you don’t want to scout doesn’t mean its not a viable change so please stop complaining about it this especially after you made a thread about this specific change.
I enjoyed scouting. For example on home borderlands I’d be all over the place, and if swords popped up I’d rush over and call in reinforcements if necessary. You can’t do that anymore. Instead of scouting you need to park somewhere and wait. You become a sentry instead of a scout. Scouting (for me) was being mobile and responsive. Sentry duty now is static. If your tower doesn’t get attacked, hey, fun night keeping those ACs up, right? Shoot a rabbit maybe…
Must not scout right cause if your sitting in a tower scouting you are delaying any possible chance of reacting lol. If you get golem rushed you can’t respond soon as they hit your gate or they will be either in lord (of tower) or on inner of a keep by the time you can possible react.
You apparently need to get caught up on current events. Before they added the 30 second delay to "x"s coming up it was safer to scout in a mobile fashion, and if the “X” appeared somewhere I could react to that quickly and still (likely) be in time to marshall a response as needed. Now, with the “X” not showing for 30 seconds, if they show at a tower someone isn’t sitting in odds are it’s already too late. That’s the point. You need someone on any entrance to a structure now in order to defend it properly where before you had the liberty of being mobile and responsive.
5 Golems with a 30second reaction time the gate is either almost down or is gone by the time you relay. Thus mobile scouting can’t be the only means of protecting a tower or keep.
Now, no, you’re right… it’s not. However “back in the day” (2 days ago) it was much more effective. The “5 golem rush” was the exception, not the norm, so if an “X” appeared on Crag more often than not I could get there, see what’s happening (if anything) and let people know. If Crag is fortified and they have a few rams on the gate we’ll have time to react. Now there’s a good chance that the gate is mostly down, drastically reducing or eliminating response time. In order to muster a good defense now we need to keep people planted in structures/camps we want to defend. Responding to the “X” now is much more likely too late than it was.
Why did your ACs let them get in close enough to take out the oil?
Because the “X” didn’t show up for 30 seconds after the attack started. By then it was too late.
Where were your scouts? Doesn’t everyone have a team watching over their territory?
Oh, sorry… how many hours of your WvW time do you wish to volunteer to do nothing but sit in Cragtop for us?
Why did your ACs let them get in close enough to take out the oil?
Because the “X” didn’t show up for 30 seconds after the attack started. By then it was too late.
Well that is quite disappointing. I was ok with many of the ‘nerfs’ to my class in regards to decreasing power level in some cases, but I wasn’t ok with ruining the flow of the game play for me. That and some bugs/poor design that are applying things when they shouldn’t and are most likely causing their changes to have the opposite of intended effects.
So basically these changes are forcing people to babysit objectives, micro manage siege, and basically do un-fun time wasting things instead of fighting players. Sounds like a pretty bad patch and will negatively impact our matchup.
Everyone complains about zerg balls and ANET is making zergs split up, it seems. So…nay still? I truly am glad I don’t work for anet. They simply can’t win, no matter how carefully they think things through.
Nah, it’s been keeping the zerg together more than ever. You can zerg through a tower and flip it before anyone can show up to defend it. Unless, of course, you’ve managed to convince some poor sods to sit there all day babysitting the tower instead of going out and earning wxp and the like.
Some people actually enjoy scouting it may sound shocking to you but if you ask people will scout and they won’t complain some enjoy it as they can multi task etc. Just because you don’t want to scout doesn’t mean its not a viable change so please stop complaining about it this especially after you made a thread about this specific change.
I enjoyed scouting. For example on home borderlands I’d be all over the place, and if swords popped up I’d rush over and call in reinforcements if necessary. You can’t do that anymore. Instead of scouting you need to park somewhere and wait. You become a sentry instead of a scout. Scouting (for me) was being mobile and responsive. Sentry duty now is static. If your tower doesn’t get attacked, hey, fun night keeping those ACs up, right? Shoot a rabbit maybe…
Must not scout right cause if your sitting in a tower scouting you are delaying any possible chance of reacting lol. If you get golem rushed you can’t respond soon as they hit your gate or they will be either in lord (of tower) or on inner of a keep by the time you can possible react.
You apparently need to get caught up on current events. Before they added the 30 second delay to "x"s coming up it was safer to scout in a mobile fashion, and if the “X” appeared somewhere I could react to that quickly and still (likely) be in time to marshall a response as needed. Now, with the “X” not showing for 30 seconds, if they show at a tower someone isn’t sitting in odds are it’s already too late. That’s the point. You need someone on any entrance to a structure now in order to defend it properly where before you had the liberty of being mobile and responsive.
Wait until they release Omega Arrow Carts.
My take on rams is they need to be upgraded to have overhead protection for the Ram and Operator only. This would not deflect Oil though. Rams would need to be taken down by oil or from on the ground attacks (ranged and/or melee)
So effectively you’d make zergs with rams completely unstoppable.
How is this a good idea?
First off only the Ram and Operator would gain overhead protection, your ACs would take out anybody else getting close to the gates. Use oil effectively. Arrow carts should keep zerg from getting in close to take oil out. ACs will still be effective against those building the rams. Rams are right next to your Tower/Keep portal, make portal bomb runs out to attack rams from the ground, you have an escape to get back inside.
Zergs weren’t being stopped before anyhow, hence the AC upgrades. BUT the ACs make it impossible for rams to be useful now.
Edit: Rams with overhead protection could be a Super Ram Blueprint that takes an extra 10 or 20 supplies.
What oil? It was taken down before the rams were placed.
Well that is quite disappointing. I was ok with many of the ‘nerfs’ to my class in regards to decreasing power level in some cases, but I wasn’t ok with ruining the flow of the game play for me. That and some bugs/poor design that are applying things when they shouldn’t and are most likely causing their changes to have the opposite of intended effects.
So basically these changes are forcing people to babysit objectives, micro manage siege, and basically do un-fun time wasting things instead of fighting players. Sounds like a pretty bad patch and will negatively impact our matchup.
Everyone complains about zerg balls and ANET is making zergs split up, it seems. So…nay still? I truly am glad I don’t work for anet. They simply can’t win, no matter how carefully they think things through.
Nah, it’s been keeping the zerg together more than ever. You can zerg through a tower and flip it before anyone can show up to defend it. Unless, of course, you’ve managed to convince some poor sods to sit there all day babysitting the tower instead of going out and earning wxp and the like.
Some people actually enjoy scouting it may sound shocking to you but if you ask people will scout and they won’t complain some enjoy it as they can multi task etc. Just because you don’t want to scout doesn’t mean its not a viable change so please stop complaining about it this especially after you made a thread about this specific change.
I enjoyed scouting. For example on home borderlands I’d be all over the place, and if swords popped up I’d rush over and call in reinforcements if necessary. You can’t do that anymore. Instead of scouting you need to park somewhere and wait. You become a sentry instead of a scout. Scouting (for me) was being mobile and responsive. Sentry duty now is static. If your tower doesn’t get attacked, hey, fun night keeping those ACs up, right? Shoot a rabbit maybe…
My take on rams is they need to be upgraded to have overhead protection for the Ram and Operator only. This would not deflect Oil though. Rams would need to be taken down by oil or from on the ground attacks (ranged and/or melee)
So effectively you’d make zergs with rams completely unstoppable.
How is this a good idea?
Well that is quite disappointing. I was ok with many of the ‘nerfs’ to my class in regards to decreasing power level in some cases, but I wasn’t ok with ruining the flow of the game play for me. That and some bugs/poor design that are applying things when they shouldn’t and are most likely causing their changes to have the opposite of intended effects.
So basically these changes are forcing people to babysit objectives, micro manage siege, and basically do un-fun time wasting things instead of fighting players. Sounds like a pretty bad patch and will negatively impact our matchup.
Everyone complains about zerg balls and ANET is making zergs split up, it seems. So…nay still? I truly am glad I don’t work for anet. They simply can’t win, no matter how carefully they think things through.
Nah, it’s been keeping the zerg together more than ever. You can zerg through a tower and flip it before anyone can show up to defend it. Unless, of course, you’ve managed to convince some poor sods to sit there all day babysitting the tower instead of going out and earning wxp and the like.
Well that is quite disappointing. I was ok with many of the ‘nerfs’ to my class in regards to decreasing power level in some cases, but I wasn’t ok with ruining the flow of the game play for me. That and some bugs/poor design that are applying things when they shouldn’t and are most likely causing their changes to have the opposite of intended effects.
So basically these changes are forcing people to babysit objectives, micro manage siege, and basically do un-fun time wasting things instead of fighting players. Sounds like a pretty bad patch and will negatively impact our matchup.
It’s not often I agree with you, but I do on this one. I don’t mind the arrowcart changes (others disagree), even the confusion nerf simply has me trying other things on my mesmer. All tolerable. Forced camping or lose it, however… it’s un-fun. 30 minutes siege debuff, also un-fun and an unnecessary gold sink. If they’d undo the 30 second “X” thing and set the siege despawn timers to at least an hour it would be such a huge quality of life improvement for defensively oriented people in WvW. Or at the least they could let us know we don’t figure into their long range goals so I can focus on a different part of the game. Meh… too much drama in that last sentence, sorry. It is discouraging however. I did WvW for fun, and what I like doing is no longer really viable or fun.
Heh… ok, yes, arrowcarts were buffed. I kind of feel like they needed to be… before I could stand under one and it was no worse than a spring shower. But some people make it out to be much worse than it is I think.
I didn’t play last night, but how does everyone feel about the patch changes in context of our current match up?
Disappointing if you liked being a defender type without being confined to a cage. That’s what it’s boiling down to… if you want to defend something you need someone there constantly now. No more ‘first responder’ type of role. The strict 30 minute siege despawn timer was nearly as poorly thought out as the “30 seconds before a warning goes up” thing.
I think Zojja finally snapped…
mmmm I"m actually ok with this one … Works both ways .. WAY (1) “Come on Guys , we have exactly 30 seconds to breach this perimeter before we are seen…Let’s move People….” Way (2) kitten are you kidding me .. How did we just lose that tower . just capped it 4 mins ago". either way it sums up everyone one here .. I guess the real question is .. Are u dedicated enough to stand that post an sentry that tower while you army is pushing ahead or not?
We need someone to sit in Cragtop all night to make sure it doesn’t get ninja’d on us. You volunteering?
Why no? Superior rams dies to 3 superior arrow carts in 10 seconds now. Golems die in about 25s. So you need 10 golems to open a wooden gate protected by 3 superior arrow carts before the golems are gone.
You need to take out the arrow carts first.
Towers and keeps should be difficult to take, not the cakewalk mindless zombie zerg it has been. +1 for making it harder…oh wait, people don’t like challenges they want things handed to them on silver platters.
It’s how they did it. Yes, they’re harder to take if you’re already in the tower waiting for the enemy. Which means you need at least one person camping in the tower instead of out fighting and having a good time. (Also to continually refresh siege now with the <cough> fixed <cough> 30 minute timer.) So for each structure you want to defend, you need to find at least one person, often more, to sacrifice they’re playtime to simply sitting there and baby-sitting. If you can find such people, towers are harder to take, and that’s not a bad thing them being harder. However, if you don’t have baby-sitters towers are easier than ever to take. You can have the gate smashed down before swords even appear. You’ll see the white “X”, maybe orange in the lords room and bang, it’s flipped before you even close your map.
There was a conscious choice made to take away the fun factor with regards to defending. You can’t be a first responder any more, seeing swords and quickly getting there to see what’s happening and call in the right reinforcements. I enjoyed that to be honest… being defensive eyes all over the map. Forced camping, not fun. Losing towers because you were trying to have fun and didn’t know the golem rush was there until the lords room was already penetrated, not fun. Seeing camps flip without any indication they were even in trouble, not fun. The rest of the changes… arrow carts, confusion nerfs, etc. all are rather tolerable. I can even live with the horrible decision to remove the defensive ability of swirling winds because there’s another means available, even though it’s a lot more challenging to pull off. But the 30 seconds before a warning… it’s really discouraging. The only way to really progress now in WvW is to be one with the zerg, and I prefer not to do that if I can help it. I sincerely hope Devon et.al. will reconsider that.
Azurite. Heh, I had a “wtfisthis?!” moment getting that from the nodes. The dungeon and the fights are great! Love the new mechanics. It’s funny how I was able to see myself transition from dodging everything to jumping what could be jumped and saving dodges for better use. Combine this dungeon with some horrible WvW changes and I just might start spending most of my time in PvE. This dungeon is good enough to make up for it. I had a blast!
I swear Null Field was effective… but I need to run through again and pay better attention to that to make sure it wasn’t a coincidental effect.
Haven’t seen a problem with the arrow cart buffs (yet), but the 30 second delay… pure zerg food that forces players to have to camp at any entrance to any place they want to defend. Talk about sucking the fun out of WvW. Also the 30 minute timer on the siege now is just a gold sink that makes defending an even greater pain in the posterior. Anyone that thinks the AC buffs offset the defensive nerfs are fooling themselves.
This is the first patch where I’ve actually been disappointed with what was done. Ever.
It’s also exceedingly difficult to do. You have to be standing in the exact right spot, even a step or two off and it fails.
How did this thread fall to the second page?!
It’s a travesty!
Have to admit… not too fond of the WvW changes so far.
So they just need motivation.
I think we need redstone in here now so we can rig up a circuit that detects when the gates are being hit and flashes a light in the center of the keeps… yeah…
No, they didn’t up the timer. The timer was supposed to be 3 minutes, however siege (except trebs) would last a lot longer. Now they’ve been effectively reduced to 30 minutes for all siege.
I think you typo’d that first number.
Thanks, you’re correct. <blush>
So in short, siege expiration was something that always existed but never worked consistently. Now it works consistently and they upped the timer it originally had.
I guess I’m okay with that.
No, they didn’t up the timer. The timer was supposed to be 30 minutes, however siege (except trebs) would last a lot longer. Now they’ve been effectively reduced to 30 minutes for all siege.
Basically we got used to how it worked in an apparently bugged state. The bug has been fixed, and as a result it certainly feels like we’re getting hosed. From Devon’s perspective, I think he sees it as finally working as intended. From our perspective we’re not so sure that’s a good thing.
(edited by VOLKON.1290)
Do you have one? Has someone tried them on a gate or wall?
lol really, we do it all the time.
Edit: Or a counter treb. Defense has always had the advantage for good players.
We already have hour+ long battles for keeps that end in a stalemate and defenders win. This will just make it impossible for anyone to get past inner wals.
I’m glad you added the edit for counter treb considering I was talking about Bay. I was starting to worry. Now, here’s a little fun fact secret I’ll share with you… one counter treb won’t do it.
For people that enjoy being sentries, there is nothing stopping them from doing it, and it already gave an advantage like it should as it was. The swords couldn’t tell you how many attackers (could even be more than 25 just not all attacking) what kind of siege was up, what kind of defenses were there, you needed human intel for that, great.
But it shouldn’t be mandatory at every location, and this makes it nearly so. If a zerg hits and you don’t have notification for 30 seconds, good chance you lost it. Especially now with WxP already having made less waypoints and upgrades around most maps.
It should be basic to have a scout at every structure.
If you are not placing a scout in your towers/keeps, you deserve to loose.
You’re forgetting something called “response time”. Before, when the “X” came up (I’ll use home borderland as an example) you could have a couple people waypoint to citadel and run to either tower or the camp usually in time to respond to the attack. You weren’t required to have someone in each spot, especially when the other servers were on a slow time. Now you’re required to have someone at every spot if you intend to defend. By the time the “X” shows up a small group with a couple golems can already be in the process of flipping it. You’re basically required to tell three people now to go sit in those spots while everyone else goes out and captures, kills, etc. I’m sure they have nothing better to do.
I don’t know about you but my guild with 10 people could hold off a zerg of 50 for hours at inner/the lords room. With the AC changes no one will ever take a keep from us again.
So those trebs you can no longer block, they won’t be making it difficult for the ten of you that just watched your arrow carts get destroyed?
We will go take out the treb, sigh. What do you guys do just stand there and watch them treb you??? We usually have a wp in every keep we own Friday night. We will never lose a keep again.
Sorry, there may be a little confusion here. I was using your numbers. You say your ten will go out and kill the treb that those attacking 50 built, is this correct? One or two ACs by the treb may hinder your plans a bit.
Have you ever used a ballista. Lol at an open field treb. Does that work on your server?
Why yes, yes I have. So where exactly were you going to put that ballista on inner Bay that will hit the trebs on the plateau? I can never seem to find the sweet spot…
Key word: Destroyed.
… Or under walls…
“The item does not change obstacles”
it doesn’t affect how you move, it just changes your model and run animation.
the only impact it would have in WvW is a lower visual profile, making it harder to spot you from very far away.
I wasn’t sure what “does not change obstacles” meant. (Still aren’t, to be honest.) Someone needs to test this on a gate however, just to be safe.
It would be really nice if the timer could be at least kicked up to an hour. Many Wuv Wuvers would wuv you vewy much.
I don’t know about you but my guild with 10 people could hold off a zerg of 50 for hours at inner/the lords room. With the AC changes no one will ever take a keep from us again.
So those trebs you can no longer block, they won’t be making it difficult for the ten of you that just watched your arrow carts get destroyed?
We will go take out the treb, sigh. What do you guys do just stand there and watch them treb you??? We usually have a wp in every keep we own Friday night. We will never lose a keep again.
Sorry, there may be a little confusion here. I was using your numbers. You say your ten will go out and kill the treb that those attacking 50 built, is this correct? One or two ACs by the treb may hinder your plans a bit.
“The Sonic Tunneling Tool can now be purchased from the Style category of the Gem Store for 250 gems each. This neat piece of tech lets your character move just under the surface instead of running. Simply equip the item in the toy slot of your town clothes and use the skill to start tunneling. The item does not change obstacles, and entering combat makes you resurface.”
I hope this doesn’t work in WvW… imagine zergs moving underground… >shudder<
… Or under walls…
I don’t know about you but my guild with 10 people could hold off a zerg of 50 for hours at inner/the lords room. With the AC changes no one will ever take a keep from us again.
So those trebs you can no longer block, they won’t be making it difficult for the ten of you that just watched your arrow carts get destroyed?
One last score update before I go to bed!
Was a fun night mucking around!
Have you felt the changes at all? Still at work… sigh…
It would be so nice to be able to kick someone out of a golem you put down. There’s little more frustrating than some… kitten… taking golems you’ve built and jumping them off cliffs for the lulz.
I’m pretty sure you can.
Can’t you?
Nope, unfortunately. Golem-napping is one of the very few trolling pastimes still in game.
To be fair regarding arrow carts, there are times I’m standing in arrow cart fire and splash healing from allies is more than enough to counter the damage. The buff realistically was needed.
Will Alpha Siege Golems have priority for the person who threw the blueprint down now? Will Golems also have a timer?
It would be so nice to be able to kick someone out of a golem you put down. There’s little more frustrating than some… kitten… taking golems you’ve built and jumping them off cliffs for the lulz.
The timer works like this: When you deploy a siege site, if you don’t put supply into it for 2 minutes, it will despawn. Every time you put supply in, it will get a new timer of 5 minutes. Once siege is fully built, it has the 30 minute timer. That timer resets every time someone uses the weapon.
30 minutes? That’s it?
This patch seems to have put a lot of focus on making defending even harder than it has been, is that deliberate? Sure, arrow carts hurt more, but if you get there and they’ve all despawned, ouch.
The 30 minute timer is actually longer than it used to be. It also is visible now, which it did not used to be.
I like the visible part a lot to be honest, nice touch.
Trebs seem to despawn much faster than other siege, is that intentional or illusionary?
The timer works like this: When you deploy a siege site, if you don’t put supply into it for 2 minutes, it will despawn. Every time you put supply in, it will get a new timer of 5 minutes. Once siege is fully built, it has the 30 minute timer. That timer resets every time someone uses the weapon.
30 minutes? That’s it?
This patch seems to have put a lot of focus on making defending even harder than it has been, is that deliberate? Sure, arrow carts hurt more, but if you get there and they’ve all despawned, ouch.