Showing Posts For txriddle.5143:

Ideas for siege decay changes

in Suggestions

Posted by: txriddle.5143

txriddle.5143

I’m certainly not opposed to siege decay- there are valid reasons for having some form of it in game. It’s the “all-or-nothing” nature of siege decay that I think interferes with thoughtful siege usage.

Reducing the effectiveness over time is a way to require effort to keep your siege in good shape.

Many times siege is placed in a hurry where it’s easily destroyed by attackers and I think that non-poofing siege would provide an incentive to place it well the first time and not have to do a quick placement by 3 or more players while the structure is under attack because no one refreshed the first piece.

Not only are lower-tiered servers at a disadvantage in matches directly due to the number of players in pvp battles but they also have the burden of refreshing their siege every hour with a smaller number of players or lose it making structure defense harder and negating the advantages of having sufficient siege weapons when the zerg arrives.

Ideas for siege decay changes

in Suggestions

Posted by: txriddle.5143

txriddle.5143

Siege decay …

Relatively new to the game(rank 45 in WvW) but have spent much of my time in WvW using, building, and refreshing siege.

The “grindy” nature of refreshing is at odds with Anet’s attempts to make the game not require player attention to the busywork other games have. Neither having siege poof sometimes and have to be completely rebuilt or refreshed several times within a few minutes is a good use of player time …

Some possibilities for changes-(please don’t take the ideas or numbers used in the examples as anything more than starting points for discussion. )

Siege never poofs but it’s effectiveness decays with time unless maintained but can be destroyed or degraded by enemy damage or salvaged to recover some of the supply used to build it-

As an example, over a 10 hours siege will decay to 10% health(reduced damage and more vulnerable to destruction through enemy damage) where it stays until supply is used to maintain/refurb it
1 supply per 10% to repair

Siege unit health determines the percent of the initial damage that the the does:
100% Health 100% Damage
10% Health 50% damage

Siege destroyed by an enemy poofs

Siege can be salvaged to recover some of the supply used to build it so that poorly placed or unneeded units do not affect the placement of new needed siege (given the map cap of 100 non-ram, non-golem siege units). Salvage will likely need some kind of limit on as it could be used by a saboteur

The map would have an option to display the total number of capped siege units- so no more untimely surprises that the cap has been reached when trying to defend (I haven’t experienced this but it must be happening at times)

Blocking and World vs World

in WvW

Posted by: txriddle.5143

txriddle.5143

Agree changes need to be made to curb spying …

siege weapon damage & consumables ...?

in WvW

Posted by: txriddle.5143

txriddle.5143

Searched a lot but haven’t found a definitive article or post whether damage is increased when using a siege weapon using consumables, traits, etc. or anything other than the track skills from WvW points

Thanks in advance !