Arrowcarts damage should stay as is for players only, not siege.
This is a good point, actually.
Arrows are meant for hitting flesh. There’s really no reason they should have much effect on solid wood and metal, e.g. every piece of siege in existence.
It’d also make rams and golems viable again now that a single AC can massacre either. Nowadays the only purpose a ram has in taking an objective is if it’s deserted or defended by someone too dumb/unsupplied to build a slaughtercart.
You know what? I actually agree with this. Against seige, arrow carts can be weak. It does make sense. It will also at least make that pot of oil more important now to stop rams and gollems.
GW2, like its predecessor, is a game of rock : paper : scissors. Under ideal circumstances, it’s perfectly balanced. Obviously, it’s not perfectly balanced. However, with regards to arrow carts and their recent buffs, this is a restoration of balance.
It was the previous meta that was broken. Zergs (and their associated rams and golems) dominated everything; there was no rock : paper : scissors balance. Burning oil? What a joke. Any defender who even looked sideways at a burning oil pot was cluster-kittened by a kitten-load of AoE. Arrow carts? LUL. Players would stand in arrow cart AoE with as much concern as if it were a mild rainshower in Springtime.
Now, a zerg rolls up to a gate and tries to drop rams or rush with golems, the counter is arrow carts. The balance has been restored. No longer will zergs rule the meta single-handedly. Nor is it a new imbalance that makes arrow carts dominate a new meta.
Just amazes me how little players bother to think outside the box. OH NOES, MAH ZERGZ IZ BORKED!!! Adapt, learn new strategies, multi-task, think circularly rather than linearly. Can’t get your golems up to the gate or can’t drop your rams? Then build catas and/or trebs and take out the arrow carts in advance.
And, no, the nerf of Swirling Winds as a counter is not an excuse not to try. Coordinate your forces and speed build multiple trebs in several locations. The defenders can’t hit them all at the same time with a counter-treb. They can’t swirly, either, so some of your boulders will get through and destroy their arrow carts if you’re a skilled trebbist. What’s that you say? You don’t know how to use a treb because you’ve been zerging this whole time? Now’s a good time to start practicing.
Hills is your real objective? Then attack garrison with a feint while porting your golems up to the gate to ninja hills. Too many defenders on the map to do either, you say? Fine, pin them down on their borderland map while capturing something of their’s on a different map.
The rock : paper : scissors balance has been restored. Arrow carts beat golems and rams, golems and rams beat trebs and catas (if you can get them inside those siege weapons’ minimum ranges and slow charge ups), trebs and catas beat arrow carts. Of course, creative strategic and tactical thinking beats all.
If you make arrow carts weak against golems and rams or all siege in general, then we just go back to the meta we had prior to the patch. I realize many QQ-ing hard over this change would like to see that happen, but it won’t. The days of zergs spamming rams and auto-attack at gates for guaranteed wins and world experience just came to an end with yesterday’s patch. Get over it.
I’ll concede that everyone was bad at the metagame before, and they still are, but that doesn’t mean that this is balanced. It’s true, the map does make 1,800 supply per tick, which is equal to 18 trebs, but that’s also 60 arrow carts.
People are still getting tons of world xp and loot, they’re just on arrow carts now, because that is an incredibly low path of resistance to getting stuff. LOTS OF STUFF. You could never get this amount of loot prior to this patch. Given that you MUST use an incredibly large zerg to take the vast majority of objectives, and that the zerg must make many, many attempts to get it, the bags fly like candy corn for defenders now.
