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Fatal.1347

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Posts posted by Fatal.1347

  1. 1 hour ago, kash.9213 said:

    I think there should be flagged alliance open world pvp on the normal maps and WvW should be simmered down to like one or two well designed maps that are a broad persistent front to generate more fine tuned meta fights, or basically for the reason everyone prowls around SMC, there are long intense fights there that aren't always the same and terrain and structures are varied. Alliance activity in either area can affect the other so that nothing is entirely neglected. 

     

    Most of WvW just isn't used or cared about currently and the Alliance system alone wont plug those holes. Might as well start bringing the game together for once. 

    Yea I like idea of flagging in PvP on normal maps, that would be nice. Maybe it is too late in the games life though and better idea is introducing some "PvE" maps where PvP is always active but has some of the best loots and dungeons in the game with no waypoints and only friendlies being people in party/squad.  The items earned on that map could even drop when killed until entering non-PvP zone and making them permanent.

    Hopefully EoD will have something like that. After all Cantha had faction wars even in GW1.

    • Like 1
  2. Its simple. They used to like WvW and play it quite a lot before HoT and had all these awesome ideas of new maps, new siege, new objective giggles. You know, they were inspired by their love for WvW.

    Then they introduced HoT with desert map, structure buffs, faster upgrade times, dolyak escort buffs AND BOOOM! WvW sucked. Their inspiration fell down a steep cliff.

    Of course they tried to fix the obvious things that even 20 IQ monkey would realise was wrong like Dragon banners as even PvE streamers were screeching about them, but they never got true grasp of why WvW sucked: it started playing itself in only 1 pattern. They could have come up with fixes themselves but were incapable as they didn't like WvW anymore so they didn't play it as much.

    Siege meta: Shield gens and golems. No counter.  Fighting meta: Open field, objective fights sucked.  Scouting meta: Everything T3 in 1 hour and only blobs could touch it. Roaming meta: Dolly escorter always wins and only ganking (dueling died with unfair stat advantages and SM being T3 50%+ of the day). Sniping key objectives like T3 north towers just became long range catapult fiesta.

    WvW used to be this gamemode where you had options for strategies and counter strategies while being able to have nice battles anywhere. But they took both of these qualities away. One with structure buffs providing fluctuating up to 15% damage and 20% defence bonus changing between 3 servers. Enemy hits your keep with golems/rams and shield gens? Only solution: Bring more/better players! Enemy has minstrel dolly escorter? Bring more/better players! Enemy has fully upgraded home borderland? You better have a lot of players! Oh yeah, and don't try to improve your server, your playerbase is gonna reset every 2 months anyways. Once you make a good server, lazy maggots are gonna transfer for 500 gems and take over the best timezones.

    So there is no short term thinking, and there are no long term goals anymore. It was fun learning the new stuff, HoT specs were a blast at least, but once people got their guild halls upgraded and learnt how to use shield gens and tactivators, it played itself.

    Btw PoF meta is garbage. But HoT was the real problem that made every day the same.

    Their ideas were great. Like guild buffs, sure. But maybe they should have been changed to out-of-combat buffs long time ago. Shield gen maybe shouldn't block all siege fire but reduce incoming damage to siege and players by considerable amount. Dolyak escort buff 90%, really? 50% would have been enough. Autoupgrades? Amazing. But why also tune down tune down the upgrade times for certain objectives to 10 times less? It was just all too much.

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  3. On 8/24/2021 at 7:33 AM, ASP.8093 said:

    Ask them if they need a scout and then actually scout. They have 1-2 special shared-participation slots for this purpose, which will give you a cut of the zerg's rewards while you are on the other side of the map doing scout stuff.

     

    But, like I said, the catch is you actually have to scout — watch your structures, watch enemy movement, build defensive siege engines when it's convenient to do so, relay information to the tag as needed.

     

    If you're joining the group and then immediately going off on your own, there's no benefit to having you in squad, not for them, not for you.

    Unfortunately if you try scouting these days there is very little to do. There are no small groups running around anymore due to all the changes promoting blobbing and ruining small group fun. Meaning all you're doing is being a fire alarm on teamchat.

    No one is sniping dollies anymore. No one is flipping camps outside dailies. No one is refreshing, building or killing siege because it does nothing. Draining supplies is waste of time. Even objective taggers are nearly extinct, and even if one shows up you cant really chase roaming builds down anymore.

    Enemy shows up! Wow! But we have a skirmish scoring system and things upgrade so fast that losing T3 garri doesn't matter. Your commander isn't going to hop to WvW from his Auric Basin farm as it is more important than the fully upgraded garri. It will upgrade back up in 1 hour again. And it applies to every player, even guildies, these days. Objectives are just not valuable anymore.

    Overall scouting is so boring these days, just because the game is only blobs or guilds. That is what happens when you kill fair fights and any siege/supply balance while introducing no skill boringbrand and permasuperspeed forcing people to literally 1 playstyle.

    Scouting also serves no purpose since relinkings are a thing. You do start doing well as a server? Hey, start over! Good luck, you have new trolls every 2 months and your relied commanders will quit because too many or too little players. And you have absolutely no clue when enemy or friendly server has activity since people and servers move around so much.

  4. Well at least they're doing somethin'.


    Still would prefer they spent a few weeks to fix the numbers of some core systems, like SM upgrade time and powercrept siege system, instead of only working on 6 year projects. And metas pretty dull too. Pillbender and badbinger won't fix it.

    Alliances don't sound too great but anything is better than the system atm

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  5. Claiming isn't only thing they ruined for solo players.

    - They ruined siege balance meaning if you want to build or man siege it will do absolutely nothing.

    - They killed any type of small scale fight balance and dueling with claim buff

    - They increased upgrade speeds massively making camps, towers and stuff harder to take and maps more boring for smaller groups

    - They added anti fight measures (Gliding and Mount). You will get absolutely no kills as solo player near enemy tower/keep/castle/ruin as they'll just glide away.

    - Condi and mobility builds rule the game forcing you to run either boring build or burst them before they run away to reset.

    - They added Dolyak escort buff making any minstrel escorter always keep the dolyak alive (you can try take camp meanwhile but if it 2 players, you cant do anything to slow upgrading)

    - They added revealing sentries and towers. And believe me, it will always be 3 times as many people coming to gank you
    - Blobmeta is just stack, boon removal and bombing. There is no space for solo bolo builds anymore, fights don't last long enough for your flank to pay off

    - No ones inside towers or keeps scouting ready to fight you anymore. And if you do it yourself, no1 will come around either

    - They also removed lower tiers with relinkings meaning if you want smaller fights, there is no tier dedicated for that anymore

    Ofc I am mostly focusing on the negatives but for example claim buff should have been only non-combat buffs and gliding shouldn't be available in combat. The siege balance is also a joke.

    • Haha 3
  6. On 8/1/2021 at 8:43 PM, Cyninja.2954 said:

    I love how as the thread progresses, the ideas to "fix" things which the original ideas might cause become more and more outlandish.

     

    Here is my take on this:

    WvW is not meant to be highly competitive or fair. It never was.

     

    Now we can live in some imaginary world where this is not the case. Assume that perfect population balance and perfect balance of classes etc. would somehow magically make this mode perfect (it would not). The harsh reality is: most player do not care about balance. They care about having fun. To have fun, none of the above needs to be executed perfectly (on the contrary, having perfect balance and population literally removes 1 convenient excuse players have for losing).

     

    As such, if you want a more competitive player versus player mode: go to SPvP but stop trying to hurt this game mode.

     

    Now as far as ideas to make the mode more FUN, those can be discussed.

    I have idea to make gamemode more fun. Increase amount of fights people are willing to do and groups running around, all kind of sized and experienced groups. Make locations and timezones more consistant so you have options and know when to log in for maximum FUN!.

    This means removing structure buff and mounts/gliding. Since there is very little to do against running away mounted/gliding players. And fights inside keeps are just so boring that no guild or group is willing to attack anything that has high chance of having decent defending group.

    Also make it so that if you log in around same time different day, there will be about similar amount of players and some familiar faces. This means removing relinkings. You don't have to log in multiple times a day to find activity, you can just learn when there is some! Less wasted moments = more fun!

    Making game more newbie friendly by removing foods, deleting desert map, adding clear higher tier servers and unnecessary invisible buffs is also great. These cause headaches for experienced players as well.

    Having option to choose what kind of activity you prefer most of the day? Roaming, hate blobs? Yea! Lower tier servers. Love blobs? Tier 1 or 2! Wow. Meaning relinkings might be bad since all servers offer similar kind of action and population right now.

    Thanks for coming to my ted talk. More fun.

  7. Before you applied boons when they were needed. Even herald somewhat followed this rule with high energy upkeep on his elite facet. Superspeed as strongest buff was rare but amazing.

    Then came PoF and you don't need to pay any attention to stab, might, prot and regen upkeep unless being stripped as it is baseline that they're up. Superspeed is also abundant now.

    Counter to this is the fact was that much more boons are removed now: nightfall and spite trait changes for reaper, scepter 3, introduction of spellbreaker and scourge.

    If you add infinite amount of boons and boon removal, the game just becomes a "ball fiesta", there is absolutely no other way to play the game than follow up on the boon removal ball as the only time players won't have boons is when they're being corrupted.

    They ruined having variety of skills in WvW. It is fine to have high sustain and boons when necessary, but cooldowns are too short and buff durations too long. This is partly due to minstrel gear but also because broken spec. They need to tune down buff durations of low cooldown skills and nerf concetration stat or increase cooldowns of most impactful aoe boon abilities.

    What they need to do:
    - Big nerf or removal of minstrel gear in WvW. Either tune down concentration stat in WvW or add multiamulet system (better than PvP) that doesn't have minstrel (or trailblazer).

    - Increase of cooldown to short cooldown AoE skills in WvW. This means scourge barriers and boon removals. Firebrand mace 3, staff 2 and mantras. Also spellbreaker needs some boon removal nerfs and scrapper some superspeed. In return the skills can be little bit stronger but not too much. It is fine to bomb or sustain every 10 seconds, but it shouldn't be from same skills or player.

    TLDR; Increase cooldown of short cooldown AoE skills in WvW such as firebrand mantras, scrapper superspeed and scourge barriers/boon removals. Nerf minstrel stat to ground.

    • Like 4
  8. On 8/2/2021 at 2:51 AM, joneirikb.7506 said:

    The link system didn't ruin anything that wasn't already broken, namely Transfers. It did make it easier, but the problem already existed since way back into beta. And in some ways, the linking system did actually improve on said problem, it made a theoretical possibility that links of 2-3 servers could possibly beat servers that had already been abusing the transfer system for years. The linking system, like most other things, brought both positive and negative sides.

    Notably, it made more than half the servers actually have enough population to see a zerg every now and then. There where plenty of people that didn't bother playing because they couldn't zerg at all in WvW because the population was just too low. (Personally I miss roaming heaven T8, but I realise I'm in the minority, and don't expect ANet to change the game for just me).

    And to the comments about match-manipulation, the main offender there is Transfers, so players, not ANet. They just run an algorithm to match the worlds by population, and click a button to run with it.

    If you make a system that doesn't allow following:

    - Long term goals for your servers playerbase (because players and guilds reset every 2 months and you have to start over taking care of the bottom feeders and timezones)

    And does following:

    - Overly cheap transfers

    - Boring links have equal amount of players FORCING people to transfer
    - 1 month every 2 months the matchmaking is ruined

    - Keeps "overstacked" servers open through links
    - Removing option of playing in or against less populated server if you prefer it so

    Obviously the game will be worse for people. You can blame playerbase all you want but now it is practically one of those FPS games where you can swap sides with press of a button (1800 gems HURT but 500 doesn't). Obviously people will defect to winning team because losing and lack of activity never their fault.

    So yes, the link system ruined lot of things

    And all teams suck now because no server has consistant timezones: every 2 months commanders quit because overlap with linked commanders and change of playerbase destroying their habits.

    If the option is in the game, and easy to do, it is developers fault. Don't blame the players. At least before the transfer heavy servers were against each other in higher tiers, now they just farm lower tier servers for 1 month every 2 months.

  9. On 7/29/2021 at 8:28 PM, Daredevil.2745 said:

    1. Make wvw a lobby type gamemode with as many lobbies as long as there are enough players to fill them, so it was impossible to have much more players.

    1. Remove mounts.

    2. Remove gliding.

    3. Remove buffs in structures.

    4. Remove food.

    5. Add amulet system from PvP to WvW.

    6. Remove desert borderland, everyone should be in same conditions = to have same borderlands.

    THANK YOU, otherwise there is no point to play. Without these changes the gamemode is exptremely unfair and toxic.

    1. Is a weird solution and Id like to see it. However Id rather see old worlds back without 500 gem links and relinkings. Just less tiers. I like when my server mates and guilds don't swap every 2 months.

    5. can't be exact amulet system from PvP to WvW as that would kill build diversity. Would need more runes and multiple amulets with more stat options. For example 1 major and 3 minor amulets would work. Major amulet would consist of 40% of total stats and can be anything (even minstrel and trailblazer) and minor amulets (60% total) wouldn't be able to have such heavy defensive stats. Minstrel boys are just too tanky and braindead to optimize compared to dps players.

    I support your list otherwise fully. Gliding, structure buffs, food, mounts and desert bl are all stupid.

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  10. I don't see how Alliances would be better than pre-relinking system with less tiers but anything will be better than current system.

    So I am all for alliances, lets go. Hoping it won't be complete garbage.

  11. I have no problem getting players. But you do need to know the map to tag up on and I win most fights regardless of which server I tag up on or what players I have. You lose 1 fight stupidly and all skilled players leave.

    Overall WvW needs some fixes as they ruined lot of things:

     

    1. No one really runs with less than 20 people these days. Even then only guilds.

    2. The location you go to is super important these days. They buffed defending stats so hard that unknowing commander will take a fight that he has no chance winning. Like back in the day going to enemy garri with 10 people usually was fun, now it is never fun without at least 40 people. Defending is so easy that 30 rowdy pugs will show up to def any puggy servers T3 objectives any time of the day when before they were having fun attacking things instead of waiting around for someone come to them.

    3. The meta is absolutely boonball, while core rangers might have been like 2 3rds of a player back in the day, now they just rally enemies. So no one wants to play with bow, pistol, rifle pugs.
    4. Fights are over after 1 or 2 pushes. Fighting just ain't fun so people play due to habits, drama and friendship these days. It is 99% "building strongest server/guild" and 1% "having fun".

     

    So yeah, WvW is not in good state for commanders, or players in general, at this moment. While you had dozen good options where to go back in the day, now it is usually limited to 2 depending heavily on your and enemy group.

    • Like 1
  12. It was a nice discussion but seems like lot of you guys are just not seeing how WvW has gotten worse over time with all the changes to sieges, upgrade times, gimmicks and combat stats

    Lot of you guys are lacking reference point. All I see is dudes eating plain potatoes all his life thinking nothing can taste better.

    Summary of what I want is back the balance where smaller groups can take keeps from slightly larger groups granted they're more skilled, organisezd and smarter than defenders. And fix the fact that fighting inside objectives if defenders aren't using their many advantages should be comparable to open field. This way servers would balance themselves overtime and there won't be a stalemate where one server only wins when defending and gets absolutely destroyed outside a keep.

    There are too many servers right now that can't possibly provide any fight without bunkering with siege. Even lot of guilds do that. But who can blame them, defending is easy mode and makes you weak overtime right now. Why wield a bow when you can use a gun? Lets make it so that everyone has bows. More fights. Better balance.

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  13. 48 minutes ago, Stand The Wall.6987 said:

    shield gens blocking siege is the entire point of their existence

    Were a bad addition, trebs behind gate? Useless, ACs? Useless. Any long range siege? Useless. Omega golems? Useless. There were more skillful ways to play around these things before. WvW is just rams, alphas and shield gens now (no counter) as long range siege doesn't work.

    Just make them like pulse AoE damage reduction so you can still make siege tankier or push/hold a choke with them. Might be used less but at least they don't make 66% of other siege useless

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  14.  

    15 minutes ago, Telgum.6071 said:

    You don't like fighting inside structures, you don't like defending, you don't like stacking, you don't like siege. To me seems like you just don't like WvW.

     

    But don't worry, I'll finish this conversation giving you the solution to all your problems and saving you hours of suffering, boredom and biased threads on the wvw forum. You just have to clic here.

    I like old WvW where fights were enjoyable everywhere.

    And sorry, sPvP isn't same as old WvW. Do you give that solution to everyone that doesn't like the new changes? Government passes a new law -> change country and never say you disagree with them? Hehe, talk about trying to be snarky.

    Edit: Also, biased, really? People are not allowed to have opinions anymore? To be biased, there would have to be another person I am agreeing with just because our personal connection. And I might actually enjoy my time on the forums once a week. Don't assume everyone likes, or should like, same things as you.

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  15. It is true alliances are terrible idea. But relinkings are doing the same. Guilds don't have to PPT because relinkings provide them all population to stay in high enough tier to get fights. Stacking ain't necessarily bad and will always happen as people look for most fun server to play in. Cheap transfers and instability sucks tho.

  16. S-tier problem (Fix ASAP: next patch)

    • Objective claims: Ruins fights and promotes passive gameplay
    • AoE superspeed cooldowns: 5 people cooldowns should be much higher or the buff should be weaker

    A-tier problem (Fix over course of following 2 months)

    • Siege: Gens shouldn't block siege fire, siege vs siege damage should be higher
    • Relinkings: Remove it and just make 4 or 5 tiers of servers.
    • Upgrade Times: too fast, especially SM.

    B-tier problems (Fix over course of 6 months)

    • Low CDs: Too much cleanse, boonrip, stab, barrier and CC. Up the AoE cds in WvW.
    • Guild priority: Guilds should mean more and only slot 1 guild should be able to be repped

    C-tier problems (Low priority, fix when you can)

    • Dolyak escorting buff: 90%->50%
    • Watchtowers should only activate when contested
    • Lords should scale off people in combat with it (At least not from defenders)
    • PoF spec mobility cds should be increased (roaming mostly)
    • Multiple amulet system to get rid of pure tank stats (TB/Minstrel)
    • Gliding in combat

    What is on your list?

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  17. 12 minutes ago, Telgum.6071 said:

    Stopping reading here. I really don't understand how people can come here and write lies as ridiculous as that and then be surprised when people "gets offensive". I'm starting to understand why this subforum has a terrible reputation across other platforms, ingame included.

    Yea, the subforum isn't great. But it ain't like I am lying, I am just saying things as I see them. I am a big statistic person with longterm memory. People tend to judge me without knowing or remembering how WvW used to be.

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  18. 33 minutes ago, Telgum.6071 said:

    You really love expanding the situation of your server to the whole game mode, don't you? I must be on the only server which players do PPT and fight with no need to "split".

     

    But yeah dude, I'll repeat myself: if you don't like WvW why don't you just move to the pvp arena and stop suffering and moaning about wvw being a dead mode and all that stuff?

    Woah dude, no reason to get offensive. I am just here tryin' to make wvw better for all of us.

    Fight same group inside a keep and the difference is night and day. Just draw conclusions from it and the fact that people learn from outcomes.

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  19. 24 minutes ago, Telgum.6071 said:

    Then the problem is not the point system but the rewards, and this is well known even by people who play pve exclusively, that WvW rewards are a joke. To me seems more logical raising the rewards depending of your server position and your individual participation rather that removing the entire PPT system, which seems to be the wet dream of some PvP players. Again, World vs World is sieging, fighting and defending, not exclusively fighting. You have EotM for that.

    Right now both are too split.
     Fighters: open field.
     PPTers: Get farmed inside keeps/near enemy spawn.

    Good old fights used to happen inside keeps durin' siegin', not anymore.
     

    24 minutes ago, Telgum.6071 said:
    5 hours ago, kamikharzeeh.8016 said:

    the mechnics on siege etc are heavily outdated. nobody can seriously deny that.

    Agreed, rework it, make it better.

    It used to be much better before they completely ruined it. Outdated is wrong word.

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  20. Very few open voice commanders, only activity around primetime. Doesn't matter which server.

    Fights last like 10 seconds and losing server never bounces back. Even EotM arranged fights between 2 fighting servers are like this everytime.

    People stack, stack, stack. It's just a socializing game while farming bots.

    Focus party is gone, ranged tag is gone, cooldown management is gone, conditions are gone, reactive CC is gone.

    Scouts are gone, guilds are isolated entities, dueling is dead, roaming is ganking, servers don't have goals or events, too many useless classes.

    WvW is donezo. Fixes ain't coming.

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  21. - Increase in mobility: Game is too choochoo instead of strategical. Zoom through any choke.
    - Objective changes: Weaker walls, passive stats, faster upgrading, less siege vs siege damage, shield gens, banners, amount of supply. Ruined good balance.
    - Cooldowns too short: Theres always more stab, cleanse, protection, boonrip and aegis. Reacting was more skillful, boons are too perma.
    - Carebear: Increase in amount of available guilds killed community of guilds. Watchtower, sentries, faster upgrades and ewp removed importance (and activity) of scouts. Responsibility and sense of belonging is gone.

    - Communication: No drama with invisible tags, boring. Miss guilds working and joking with each other. And people helping pugs instead of just saying "scrub comm for not making discord only squad". Massive rift between new and old players. Every day just feels the same.

    - Open tags: Something something about open tagging feeling bad these days. Maybe it is because metabuilds and boonshare is too strong making fights too short? Also its kinda repetitive since its all open field organised fights. Almost no terrain to work with.
    - Cheap transfers and relinkings: It is bad if servers get do-over every 2 months. Can't fix any problems, can't build interesting timezones, can't make server rivalries, can't bond with randos, guilds can act like little kids.

  22. 18 hours ago, Telgum.6071 said:

    "This whole capturing thing is kinda by-effect"?

    Wtf am I reading? So all the ppt system, siege and supply is "by effect"? Last time I checked it was the backbone of World vs World.

     

    I think you and everyone who say nonsense like that are playing the wrong game mode, if you only want fights then you should head to HotM and play all day against other players. There it is, you have your pvp mode without siege, without defending, without ppt and all that crap you dislike, "added by-effect" according to you.

     

    WvW is sieging, fighting and defending, like it or not, and will always be as long as WvW exists. And if you want to nerf siege damage then you'll have to nerf healing and broken stats like minstrel too.

    Ye, point was it used to be better for fights. Sieging and defending both suck now too. Are you sayin' halvin' siege dmg to siege was a good decision? Are you saying banner tactics were good decision? Claim buff? Faster autoupgrades? They didn't adjust most of those things even once. It is like heartstone, add busted cards and people spend money. Add useless glamorous bad content and people come back for a week then buy gems with tears in their eyes.

    Your argument of making all complaining pointless would mean you don't care if defending stats were tripled and siege was made even more useless. "But it is still sieging!" Yea, dude, it is like telling all siege games are as good.

    • Confused 2
  23. 5 hours ago, Shinjiko.1352 said:

    This thread really confuses me. I swear it's the defenders at a disadvantage in all cases.

     

    1. They have nerfed siege damage so much that you just can't stop a bigger group anymore as AC's tickle now and can be easily sustained through. You literally need atrocious amounts built to even slow enemies down but they still just plough through it if they get in.
    2. Walls still heavily favour the attacker. You can not stand on a wall at all to do damage to enemy siege because you just get melted or pulled. You cannot even stand at the very back of the wall because people can still hit you with aoes and the mesmer pull stupidly can pull you from the back and over the wall past the lip meant to protect you from pulls. Plus you can't cast a lot of skills from there because LOS applies to you whilst the enemy is free to hit you without seeing you.
    3. All static permanent siege is generally useless due to the above point. You wouldn't dare sit on a cannon, or burning oil, you can barely get one skill off on them before being pulled or deleted by aoes.
    4. There are lots of spots that have been unpatched where you can just break a wall through some cheese spot where you put the catapults against a nearby cliff or under it using splash dmg. This is generally to avoid counter damage or siege. Red keep EBG, Jerrifers and Mendons to name a few spots. You then actually can not get to these to counter them 99% of the time.
    5. The amount of projectile hate in the game means you can forget disabling also, because even if you sneak in and burn every cooldown just to stay alive long enough to throw it in one of these spots. The constant bubbles will make sure it never gets through. They should make it so it doesn't count as a projectile.
    6. The siege cap for attacking is so high and siege is so plentiful/ cheap now so it's not uncommon for people to throw down 4-6+ rams/ catas and just melt the structure like butter.  Add in the fact that Alacrity affects siege skills and quickness works on golems and they might as well just invite the enemy in.

    I know I went on a bit but that's just what i've noticed over the years and it has not improved and only gotten worse with power creep and nerfs to siege. The game mode and systems seem balanced around the older game where damage was less, siege was not as abundant and people took longer getting into things so you could respond accordingly on time. This in turn would draw out fights that people crave because it wouldn't feel like a lost cause like it does today a lot of the time.

    One can cheese in and take down defendin' siege over time, nothin has changed regardin' that. Fights are the major issue.

    The real problem is lack of motivation to attack anythin since the fights _are terrible_. Yes, defendin' was ruined when they halved all siege damage to siege and added shield gens but attackin' needs to match regardin' combat stats so the game is fun again.

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