I think most agree that siege right now is incredibly powerful, especially with tactivators added on top of them. The difference with tactivators though is that they have a 30 minute cooldown that can be worked around when trying to capture a Tier 3 Objective. With well placed siege inside and a few defenders, taking an objective is almost impossible (with some locations not being flipped for the entire week). I have a few different suggestions on how we could rectify that problem. Implementing even one of them would make the world of difference in my opinion, and I'd like to hear all your thoughts on the topic.
Option 1- Lower the siege cap in all objectives. As an example, only allow 2 of each siege per tower, and 8 of each siege per keep?
Option 2- Make siege only able to damage other siege. If this makes PvD too strong, make it so only siege can damage gates?
Option 3- Drastically reduce how much damage we take from all siege.
This thread was created because I am worried that once alliances come out, the tactical siege warfare will spread to all tiers. As it stands, only some tiers and servers use a lot of siege, but spreading these players and guilds across all the newer tiers might make a lot of objectives impossible. I'm not asking for easy captures, but I also wouldn't find it fun to never be able to take any fortified locations.
EDIT: I get it - siege isn't a problem for large zergs. I've tried to change my playing and commanding style, and I just wanted to voice some suggestions I've noticed with my size group (usually 20). If you dislike the ideas, you can say so without bashing them or my commanding. If siege isn't a problem for you, that's cool, but they have been difficult for me. I'm always willing to learn, but "git gud" comments don't help.
Also - If you get the chance, read Whiteouts siege radius cap suggestion on Page 2. I think it's way better than all three of mine.