Showing Posts For 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)
Agree changes need to be made to curb spying …
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 !