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Siege on enemy walls with no valid path...


Ged Kealmen.7210

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This morning a friend and I spent over one hour hunting and repeatedly killing a persistent enemy weaver that kept placing ballistae outside our EB keep walls, where archers couldn't hit but still were aggroed and kept trying to shoot through the walls. Obviously this is a cheesy way to contest a keep indefinitely unless players go destroy the siege. Crappy tactic, but reasonably valid as long as Anet allows archers with no direct shots to be aggroed by siege.

However, later that same guy dropped a bunch of siege build sites on top of the walls at the front gate of our EB keep. These were attackable by the guards and were getting cleared slowly, but there were so many that it took a while.

Why does Anet not include a valid path check to siege placement, like there is to prevent people from porting up unbroken enemy walls? It makes absolutely no sense that someone could start a build site in a spot they have no access to. Seems like lazy, poor design.

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The only thing that should contest a structure is siege damage. It would even give the attacker time to get siege built and start using it before the 30 sec sword timer starts, instead of the second the guard aggros. But, it's wvw and anet...so, this isn't ever gonna be a thing. Remember, wvw is just pve with other people hitting you.

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@Ubi.4136 said:The only thing that should contest a structure is siege damage. It would even give the attacker time to get siege built and start using it before the 30 sec sword timer starts, instead of the second the guard aggros. But, it's wvw and anet...so, this isn't ever gonna be a thing. Remember, wvw is just pve with other people hitting you.

Nah, roamers should be able to contest objectives.

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