MedievalThings.5417 Posted July 24, 2018 Share Posted July 24, 2018 Anet, right now treb shots go through shield gens every time. We are currently unable to get a guild or superior shield gen to block a single treb shot.Can you fix this or just remove all siege but rams and oil? Link to comment Share on other sites More sharing options...
RouterGeeks.6320 Posted July 24, 2018 Share Posted July 24, 2018 It also seems that they are no longer able to block mortar shots either. Not good. Link to comment Share on other sites More sharing options...
Lord of the Fire.6870 Posted July 24, 2018 Share Posted July 24, 2018 I'm not sure in the but there was some infos that the shield generators won't shield much with the next siege weapon update. At least this is what I remember out of some TS discussion in wvw Link to comment Share on other sites More sharing options...
MedievalThings.5417 Posted July 24, 2018 Author Share Posted July 24, 2018 Unblockable shots now ignore the gen. The problem is that ALL shots are going through the gen right now. They stop nothing. So, people are just trebbing towers down from 3rd floor smc and no one can do anything about it because advantage blob. Link to comment Share on other sites More sharing options...
Shagaliscious.6281 Posted July 24, 2018 Share Posted July 24, 2018 I would think this is a bug. The issue is that mortar and treb shots could not be blocked by player skills that block other stuff, like arcane shield for Eles. So by default the treb and mortar shots would fall under that "unblockable" shot code. Probably should've tested this better. Link to comment Share on other sites More sharing options...
Ceistebi.4023 Posted July 24, 2018 Share Posted July 24, 2018 Seeing the same when I was running earlier. Everything is getting through them. Link to comment Share on other sites More sharing options...
Lord of the Fire.6870 Posted July 24, 2018 Share Posted July 24, 2018 Sry I can't find the post it is possible it wasn't meant to do that much but the patch is intended to boost the zergs dominance by 200%See also : https://en-forum.guildwars2.com/discussion/49319/wvw-arrow-cart-nerfing/p1 Link to comment Share on other sites More sharing options...
RouterGeeks.6320 Posted July 24, 2018 Share Posted July 24, 2018 If shield generators are no longer able to block siege fire then they may as well remove them from the game as they are mostly useless. I guess we'll have to wait and see if it is a bug or feature. Link to comment Share on other sites More sharing options...
Celsith.2753 Posted July 24, 2018 Share Posted July 24, 2018 From the patch notes:Shield generators can no longer put domes on other shield generators.Shield generator domes no longer destroy unblockable projectiles.Are you accidentally covering an area that has another shield gen in it? Link to comment Share on other sites More sharing options...
Lord of the Fire.6870 Posted July 24, 2018 Share Posted July 24, 2018 Ah I found a source https://en-forum.guildwars2.com/discussion/44748/siege-revisionsShield generators can no longer put domes on other shield generators.Shield generator domes no longer destroy unblockable projectiles.Which is in line with the patchnotesWhat are unblockable projectiles ? Link to comment Share on other sites More sharing options...
MedievalThings.5417 Posted July 24, 2018 Author Share Posted July 24, 2018 @Celsith.2753 said:From the patch notes:Shield generators can no longer put domes on other shield generators.Shield generator domes no longer destroy unblockable projectiles.Are you accidentally covering an area that has another shield gen in it?Nope. Just trying to block a single shot of ANY siege type with a single shield gen. Tried both superior and guild, neither gen does anything. No blocking, it's useless atm. Link to comment Share on other sites More sharing options...
Riba.3271 Posted July 25, 2018 Share Posted July 25, 2018 Might be better this way. Hard to say.You definitely shouldn't be able to defend towers against treb shots just by building a few generators. Its just question of will this make taking T3 towers like bravost, jerri and veloka too hard. Guess you just have to treb them like old times ^^But doesnt this mean shield gens are useless now that acs got nerfed to ground? We tried killing 25 man casual nightcrew with 2 superior acs and none of them even got downed. Link to comment Share on other sites More sharing options...
Shagaliscious.6281 Posted July 25, 2018 Share Posted July 25, 2018 @"Lord of the Fire.6870" said:Ah I found a source https://en-forum.guildwars2.com/discussion/44748/siege-revisionsShield generators can no longer put domes on other shield generators.Shield generator domes no longer destroy unblockable projectiles.Which is in line with the patchnotesWhat are unblockable projectiles ?The issue seems to be that siege shots (trebs, catas, ballistas) are unblockable. Any normal block skill a player can use, does not block any siege damage, therefore the shield gen sees the cata, treb, mortar, ballista shots as unblockable, and doesn't properly block them. This really seems like an oversight, because if not, then shield gens were just rendered completely useless. Link to comment Share on other sites More sharing options...
LetoII.3782 Posted July 25, 2018 Share Posted July 25, 2018 Let's give trebs and catas the same fix and call it a day Link to comment Share on other sites More sharing options...
LetoII.3782 Posted July 25, 2018 Share Posted July 25, 2018 @LetoII.3782 said:Let's give trebs and catas the same fix and call it a dayOh and rams too.Everyone's stuff completely safe all week, fights at camps and smc \o/ Link to comment Share on other sites More sharing options...
Brother.1504 Posted July 25, 2018 Share Posted July 25, 2018 Funny stuff. Wonder how many people got screamed at for not blocking the treb shots before this bug was discovered. Link to comment Share on other sites More sharing options...
Sovereign.1093 Posted July 25, 2018 Share Posted July 25, 2018 mmm so shields gens for now are useless. Link to comment Share on other sites More sharing options...
Offair.2563 Posted July 25, 2018 Share Posted July 25, 2018 Back to square one with tactical placements! Link to comment Share on other sites More sharing options...
Riba.3271 Posted July 25, 2018 Share Posted July 25, 2018 @Offair.2563 said:Back to square one with tactical placements!Tactical placements with t3 walls and gates... Takes twice as long with objectives always being full of supply these days :( Not to mention stuff upgrades 2-4 times faster (you can get bay from t0 to t3 under 1 hour these days) Link to comment Share on other sites More sharing options...
Strider Pj.2193 Posted July 25, 2018 Share Posted July 25, 2018 @Shagaliscious.6281 said:@"Lord of the Fire.6870" said:Ah I found a source https://en-forum.guildwars2.com/discussion/44748/siege-revisionsShield generators can no longer put domes on other shield generators.Shield generator domes no longer destroy unblockable projectiles.Which is in line with the patchnotesWhat are unblockable projectiles ?The issue seems to be that siege shots (trebs, catas, ballistas) are unblockable. Any normal block skill a player can use, does not block any siege damage, therefore the shield gen sees the cata, treb, mortar, ballista shots as unblockable, and doesn't properly block them. This really seems like an oversight, because if not, then shield gens were just rendered completely useless.So, did player blocks work on treb and cata shots? If yes, then this is a bug.If those player blocks did NOT work on cata and treb shots then AS BUILT, it's intended.But as others have noted, why bother with shield gens at all then? Waste of money. Link to comment Share on other sites More sharing options...
Sovereign.1093 Posted July 25, 2018 Share Posted July 25, 2018 before gens block siege attacks i.e. treb cata balista ac.earlier in our raid. treb shots went thru.hence if intended, gens are a waste. Link to comment Share on other sites More sharing options...
morrolan.9608 Posted July 25, 2018 Share Posted July 25, 2018 This is simply laughable. They clearly intend unblockable projectiles from player abilities to pass through shields but they don't check whether projectiles from other types of siege are coded similarly to unblockable player projectiles. And where is the testing? Simple testing of treb shots should have shown the bug. Link to comment Share on other sites More sharing options...
LetoII.3782 Posted July 26, 2018 Share Posted July 26, 2018 @morrolan.9608 said:This is simply laughable. They clearly intend unblockable projectiles from player abilities to pass through shields but they don't check whether projectiles from other types of siege are coded similarly to unblockable player projectiles. And where is the testing? Simple testing of treb shots should have shown the bug.Shield gens are a one-off mechanic not seen in the rest of the game.I suppose it's little surprise some.. shortcuts were taken in their Implimentation Link to comment Share on other sites More sharing options...
ArenaNet Staff Ben Phongluangtham.1065 Posted July 26, 2018 ArenaNet Staff Share Posted July 26, 2018 We'll change this is the nearish future so that siege weapon attacks are blocked. Link to comment Share on other sites More sharing options...
MedievalThings.5417 Posted July 26, 2018 Author Share Posted July 26, 2018 I just assumed it was a bug, thanks for confirming. I did think there was a decent chance that the change was intended so that the ktrain blob can get their "fights" and flip towers faster. Now, can you guys do some reviews of the AC change? Cause right now they are less than useless. Link to comment Share on other sites More sharing options...
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