Adding a supply cost to destroy friendly siege means in addition to trolls/spies destroying siege, they can also drain supply at the same time, so that might make it even more appealing to them.
As far as adding a coin cost to destroy siege, say you’re on server A and are approaching Hill’s “cata spot.” Hill’s is owned by server B. You find players from server C have already built 3 catas there, but you outnumber them and so they run. So now you capture their 3 catas and use them to take Hills. Now there are 3 catas you need to destroy. Who pays to destroy them? Remember, it has to be expensive enough to discourage trolls, some of which may have hundreds or thousands of gold at their disposal.
I think each problem raised by this proposal will require an increasingly complex solution that will likely introduce other untended consequences. Noting wrong with bringing the idea up for discussion though.
Friendly fire causes too much grieving. Just imagine the new levels of trolling.
Also defending your siege becomes impossible with all profs having only AoE skills. An enemy warrior just needs to stand on your catapults and your own squad will destroy them.
These would both be huge problems.
Edit: The “capture” idea is interesting, but trolling, and alt-account destruction of siege would be epic, I think.
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Just allow new transfers to only play EOTM. We on SBI have been losing a lot of our T3 keeps there lately, I understand, and clearly need the help. Quick himself can attest to this.
Make it throw cowz, like in the movie Twister.
This is going to cause the same problems that you guys have been working to fix with arrow carts.
What problem do you think they were trying to fix with the LOS changes?
The next patch will contain adjustments to arrow cart line of sight calculations to address this problem. Due to feedback the new calculation will give advantage to defenders by being forgiving when the arrow cart is being fired from higher ground to lower ground.
Thank you!
IT isn’ t even a nerf. When the pet is defeated, it by no means should be able to soak condis for you. How is this so hard to understand?
Pet is a failed mechanic. Condi transfer to pet is a mostly failed way for the Ranger to deal with condis. We need condi mitigation in spite of these facts. How is that so hard to understand? 
Perception is reality, I guess. I’m on SBI and I regularly hear complaints about Mag and CD working together against us, and sometimes it sure looks like it on the battlefield, but that doesn’t mean there’s really a conspiracy.
Being the weakest server in a tier week after week just sucks. You’re the easiest target, so you get targeted the most. The real issue is stagnant matchups.
Hrm, I wonder if they can stealth and jump maps?
I can’t imagine that being possible, or at least intended. WPing to your EB keep or spawn and retaining stealth however, may be intended.
You’d probably hate me then.
I spent a good month placing siege all over the place (100s of pieces of siege) when I returned and learned of the new fov angles.
Nah. I placed experimental siege, too, after the LOS nerf. Not a huge amount at one time/location (other than just before reset), but here and there, till I learned. I don’t want anything implemented that will punish legit siege builders, because I am one of them, and I appreciate that their work is important.
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They place trebs in front of six different gates over the course of an hour? That’s a troll. Someone builds a ram in the lord room, maybe not a troll. Someone builds six ballistae facing random directions inside a supply hut; troll. Most cases aren’t that hard to figure out.
Eh not necessarily. I’ve actually run into players who genuinely didn’t know.
I’d suggest:
“You whisper them and have a conversation, and offer to show them proper spots to drop siege, and they still drop trebs in weird places, multiple times”
Then yep, that’s a troll.
But until you’ve actually attempted a nice friendly conversation trying to help and find out if they’re doing it on purpose …… you could be scaring off your next great builder
Fair point, and I do take the time to try to help out new players. With a player name attached to siege, it will actually be easier to find and educate people about siege placement and supply management, and if one is incorrectly reported as a troll-siege builder, Anet still would have the opportunity to investigate before banning, and to give out warnings when in doubt.
It’s a monumentally bad idea. I can’t imagine anyone who’s played WvW for 6 months or more, other than trolls, thinking this is a good idea and what the paying customers want. If our EB-centric commanders don’t like the new maps, I can see more than one of them refusing to tag up, and quite possibly leaving the game altogether.
I can see druid rangers becoming wvw scouts. Staff 3 combined with the 33% swiftness trait (basically true permaswiftness, not the 25% stuff).
Off topic, but Rangers already have access to perma swiftness with perma regen at the same time. Mesmers and Thieves still make better scouts, IMO.
You’d rather they wait till final release to get feedback from the WvW community on what’s broken?
Do you remember each and ever siege you put down and why?
It’ll be like a commander reporting their staff ele for using fire skill 2 instead of healing rain when asked for.
“Did you use Lava Font?
“Yeah”
“Do you recall your commander asking for a Healing Rain”
“Yeah”
“Do you recall using Lava Font instead of Healing Rain”
“erm, maybe”
“YOU ARE BANNED!!!”It’s not that simple to just demand answers for siege you think isnt useful.
I don’t think anyone is advocating people get reported for a single piece of questionable siege. Someone throws one treb build site in front of a gate? Irritating, but possibly a mistake. They place trebs in front of six different gates over the course of an hour? That’s a troll. Someone builds a ram in the lord room, maybe not a troll. Someone builds six ballistae facing random directions inside a supply hut; troll. Most cases aren’t that hard to figure out.
I got crazy idea regarding LOYF – while holding a SB, you can move backward and to the sides, with the same speed you move forward, 10% damage bonus while moving.
I like this idea. Fits well with the SB playstyle. I would want LoYF to keep piercing, in addition to the changes you suggest.
This isnt just a necro’d post.
But if I recall correctly of of this month, it is now a bannable offence to siege troll.
That’s right, at game launch it was “we cannot control how a person plays”, not it’s bannable.This brings up greater issues of which deployed siege is a troll siege?
At launch my guild was one of the few who used rams in the middle of an open field zerg fight. If you dont know why yet, they arent a proper WvW player. Point is that siege was useful to us, even if half the server thought is was troll siege!
If it is now bannable, them maybe just attaching the name of the player who placed the siege so that it’s visible is sufficient, as has been suggested. Report troll siege, and Anet can message the player asking them to explain their placement(s). I they don’t have a legit explanation, hit ’em with the ban hammer. I also like idea of the builders of siege getting credit for their work. Maybe others will be more inclined to send them defensive siege.
Norn is good for WvW for access to stealth + 2200 range Dash+Pounce on the Snow Leopard racial elite. For PvP though, I wish I was smaller so that my animations were harder for enemies to see. I did buy a makeover kit so I could shrink my Norn Ranger down to the smallest possible size.
Staff for zerging and targeting groups/areas. D/D for roaming.
I miss the lake. Now I have little motivation to even know what my underwater skills do, other than speed boost and occasional CC.
You want to defend, then fight like a fighter instead of hiding behind walls and pressing 1 for devastating damage…
When there are only 5-10 people on your BL and a 30-man enemy zerg comes to your map and starts attacking your T3 stuff, can we assume you and the 5-10 rush into the field to fight and defeat the zerg of 30?
People who hide behind walls and siege when they have roughly equal numbers to the attackers, yeah, they’re not great fighters and are maybe even cowards, but walls and siege are essential for those many times when the defenders are vastly outnumbered. There’s no point in trying to defend anything if you don’t have a force multiplier like a well-placed AC when you’re greatly outnumbered. Defensive siege serves to level the playing field in such times. The attackers still have the advantage. They usually just lack the patience/knowledge/foresight to utilize their advantage.
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Well, okay.
What would ACs be useful for now? I’m trying to figure out what would be considered their intended use.
Something to hold on to as the enemy zerg breaks your gate and melts you into the floor 
I don’t know what you guys are talking about. ACs work just fine for defense. You just can’t place them in dumb places, like behind a wall, just like the attacking people. You have to place them in spots that you can directly see the enemy. This is only fair so they attackers have a chance to destroy the AC. What is wrong with that?
Have you tried to fire an AC from a relatively “safe” spot on top a wall in the last day or so? Directly seeing the enemy with your camera is not the requirement. It seems to be a straight line from the AC to the target area, with no wall edge in the way. They are broken.
if they build cart place where enemy can’t hit.
How was it ever intended that defenders were allowed to place an AC where it cannot be countered? That is not balance.
The ACs that are now broken due to LOS mostly could be countered, by a treb (not to mention large AOE and Dragon’s Tooth) but most commanders/zergs are too impatient to want to build trebs to clear siege. They’d rather just move on to an easier target. Now most all targets are a lot easier. T3 walls and 1700 supply mean very little now if you don’t have numbers at least roughly equal to the attackers. Coverage wars probably just got worse.
Please REVERSE the latest changes. I thought the changes to LOS were supposed to make things better for defenders, but instead of a sometimes problem, now we have a new, all-the-time problem.
Why did defenders need things to be better?
What defenders need is more rewards for defending.
The issue they were supposedly trying to address with the new LOS rules was that an attacker could place an AC on the ground outside a wall and clear all siege on the other side of the wall, which was terrible for defenders. That’s what needed to “get better.” You could spend a lot of time and effort perfectly sieging up a keep and have it ruined by an AC outside the wall, built in 10 seconds. This happened_sometimes_. Now, with the new LOS rules, it seems it’s most often impossible to build defensive ACs on walls that aren’t within easy reach of attackers’ AOE.
This is a kick to the crotch of defenders. It’s baffling how Anet could not test for nor foresee these problems. There are players on most every server who could have quickly discovered and explained why the changes would break defensive ACs, had Anet bothered to consult the people who actually build and use them.
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Please REVERSE the latest changes. I thought the changes to LOS were supposed to make things better for defenders, but instead of a sometimes problem, now we have a new, all-the-time problem.
I was afraid this would happen. Defenders need non-LOS locations to place ACs to keep them from being destroyed instantly by AOE from attackers. It’s a two-part problem, at the very least. The solution in its current state is probably worse than the original problem, based on those screen shots. (I have not done much testing myself yet)
As an exercise, imagine yourself as the commander while in the field, before you get the tag. Put yourself in the mindset of what you would do, what you would say in comms, what you would type in /t and /s. Visualize yourself in the role, in detail, and really practice making the decisions you’ll need to make moment by moment in a real rather than just abstract sense.
Also, don’t be afraid to let others who might be more knowledgeable about certain things handle those things. For example, most servers have people who have no desire to command, but they’re experts on siege placement and how to defend or attack particular structures, how to manage upgrades and supply levels, etc. I’m one of those types. I love those rare occasions when a commander lets me place defensive siege, and they just bring the supplies.
Develop relationships with the people who take care of your BL and your corner of EB and try to help them when you can. Respect the the time/effort and coin they put in and defend upgraded structures when you can.
Strive to never log off right after a failure, especially in your corner of EB, or your own BL . If things go badly, and you’re ready to quit, try to rally a few people up to go do something positive. Sometimes that means going to another map and flipping a few camps or a tower. Sometimes it means waiting a few minutes for the enemy zerg to leave your BL so you can retake your Garrison. You don’t want to develop a reputation as a commander who vanishes when the going gets tough. It’s better to leave after at least a small victory, rather than a big loss.
It would be horribly abused by trolls, spies, and even angry drunks. Because of alt accounts and f2p, you can’t come up with a punishment severe enough to prevent abuse of such a mechanic.
Why not just type in /s “Come towards me if you’re not dueling and want help”…?
IMO it’s fair that trebs kill rams through gates because usually there’s one, or a handful, of people who are willing to run supplies and keep the treb refreshed. It’s usually a lot of effort and dedication by one or very few people who are often stretched thin trying to defend. If they are willing to do that work, keep a close eye on the map, and do a lot of running to check out white swords, they should have some hope of being able to save what they’ve invested time, silver, and effort into.
There are ways in low-pop situations to overcome gate trebs, but it involves some planning and co-ordination on the part of the attackers. For example, if the defenders have one person willing to build and refresh that siege, then the attackers should have one person willing create distractions on the map to get the defenders running in the wrong direction/locked out of waypoints.
Maybe I missed it, but will the old buffs still be available as well?
Also, if a guild has claimed a holding but has no buffs/upgrades running or has not had buffs running for a period of time, will their claim release? If not, it should. A lot of times guilds claim locations, but don’t keep buffs running, and fail to move their claim to something that’s not important/likely to flip quickly. All the cool new upgrades won’t do any good if nobody from the claiming guild is properly managing their claim(s), which you can rest assured will happen on many servers.
cons: it means you’re a kittenbag
Even the NPCs don’t want a Ranger in their group. :P
Actually, I think a Ranger is near the base of the cliff, where the Necro and Thief are…?
Lots of info/new builds here: https://forum-en.gw2archive.eu/forum/professions/ranger/New-Builds-List-40-builds-All-modes
I like some of your changes to shortbow, but I think Crippling Shot needs to keep a cripple or chill on the arrow, instead of moving it to the pet, as it’s often used on fleeing targets which the pet may not be able to reach before they escape. IMO, leave the snare on the arrow, and have the pet’s next three attacks apply one or two stacks of torment instead of bleeding, since Crippling Shot is about CC/penalizing enemies for moving some direction you don’t want them to.
I don’t think you need to abuse non-LOS at north inner garri to hit inside with an AC placed outside the gate. All you have to do is target through the little opening at the top of the gate. Works from inside the gate too. You can hit the “garage” area with AC fire from the ground, inside the gate. I have not tried targeting over the gate as an attacker, but I’ve seen others do it, and I always put an AC on the ground next to the gate inside, for defense, and target over the top of the gate.
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See dev posts here: https://forum-en.gw2archive.eu/forum/game/wuv/Fix-the-AC-Exploit-now
And WvW notes here: https://forum-en.gw2archive.eu/forum/info/updates/Game-Update-Notes-August-25-2015
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The local limit is 5 siege per 1000-unit radius. So, if that rule applies to catas, if you have 14 in a line, the first cata would have to be 1001+ units from the 6th. The 2nd would have to be 1001+ units form the 7th, and so on.
Good dog!
(15 chars)
Also why cant i shout “Guard!” under water but can shout everything else?
Do any classes have ground-target skills that work under water?
PS: flying pets that cant fly over a gap to the enemy? :o
And flying pets that can’t reach the top of a 15-foot wall, or spiders that can’t climb a wall (any more). Yeah, pets that could truly fly, climb, jump (un-attached to ground pathing), etc., would be great, but that’s a pipe dream.
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I agree with the OP. If a defender does an A+ job of placing defensive superior siege in the best available places, and the siege is manned, the attackers should have to do an A+ job, or better, to breach the structure.
Ground-target placement with a range of say 900 seems like it would be a nice improvement. Much better odds you can put the spirit in a safe spot if you want to use the passive, or you can put it near enemies if you want to just pop the active.
Just hope he means both ways. Cos if they are limiting from behind walls only .. well, lol. (Behind implies being inside a structure, not outside).
I think they mean both ways. I suspect the term “behind” is meant to refer strictly to the relationship between the AC and the target, i.e., any situation where the there is a wall between the AC and the target.
Was trying to find the vid with someone using the bugged guard and the jaguar to kill people inside towers but cannot.
Found this instead from Jan 2013
Up to remind for needed update on Spirit skills^^
Spirits should have 360 range baseline and traited +66%, so that traited range gets up to 600. In that case you can much better use and tactically position them…
A few tweaks to the buffs should also be done^^, but there are many good suggestions for it in other threads
I can’t check now, but I thought the passive was 1000 and the active 240 or 360. Those numbers seem reasonable to me.
Uhmm why do you say no mobility when you have traited Guard? You have Perma Swiftness in this build.
He said “had” no mobility, referring to his previous build.
Also, is there any reason they are still damage-able? It would not make it OP to have immortal spirits. The PvP spirit ranger who moved a zoo is long gone anyways…
In GW1 spirits were killable, but they had a huge range; 2500+, I’d guess. They showed up on the mini-map, IIRC. If Anet were to give their passives enough range to cover maybe 2 PvP nodes, and perhaps make them more potent, it might make a spirit Ranger desirable to have on a team, and give enemies incentive to find and kill the spirits instead of killing them just by chance, as it is now.
I was thinking of ways to improve my build for the WvW (solo/small groups roaming), and i came up with this one (to say the truth, it’s a small variation of the one i currently use):
I’d appreciate every suggestion and advice to improve it even further.
I was considering if switching flame trap with sun spirit, and quick draw with light on your feet
I’ve been running something similar in PvP and like it pretty well. The focus is bleed stacking, covered by vulnerability stacking and with decent poison application. QZ + Entangle + Bonfire + Throw Torch + F2 + swap + F2 for bursts. Also can bleed burst with SB if you can get someone locked down and use QZ from the side or behind.
Instead of Flame Trap I use Sig of the Hunt, because I can’t stand not having a speed boost. Instead of Sig of Stone I use QZ for the stun break, 2 condi clear, Fury, and various ways Quickness can help, though I do miss the invuln of SoS.
I’m also using LoYF and Refined Toxins. I generally like to swap birds when they’re off cooldown for the blind, weakness and poison spam, and well as the pressure from damage+bleeds. I’m using Oakheart instead of Expertise Training, in hopes that it will help me remain above the health threshold to trigger Refined Toxins, though I’m not certain it’s better than ET.
I make no claims to be a great player and actually feel the build is pretty forgiving, allowing me to often outlast other players and grind them down despite my mistakes. When I play it well it seems pretty strong, to me.
Edit: I try to stay on SB a lot, just out of melee range of my target and angling for side/back shots and group pierces, and mostly switch to S/T when I’m ready to burst, or need to evade/escape.
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