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What if a select few specialisations had siege capabilities?


Al Masone.1274

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Not to invalidate the siege equipment, I'm just curious about what would happen if just a few specs were capable fo dealing siege damage. I'd say those that don't really have a clear purpose in wvw right now and are already themed around either being a battering ram. I wouldn't give it to classes who already deal considerable damage to players or are inteded to be duelists/roamers, like weaver or thief. Nor to those that are already capable supports, like firebrand or scourge. All of them would be even more mandatory if they could also deal siege damage. 

So it would be only for those who are more about raw damage but cannot reliably deal it to players in open ground, like say, berserker or reaper. And to prevent the other specs from exploiting it, it would only be applied to the spec-related weapon or spec-related traits. 

The idea would be to create some new niches without invalidating siege weaponry and without making already strong specs even stronger. In my head it would be hilarious to take down a gate by relentlessly headbutting it with a berserker.

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Well tbh this is already in effect. Certain builds will be *far* better at sieging under pressure than others and be better at countersieging. I mean I have seen a single firebrand using that kitten pull stun with almost no cd to completely nullify people trying to siege (which in turn could have been countered by AoE stab from nearby players staring into a wall but you know... idiots).

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Fair enough I got a fair amount of kill with my reaper by just spamming GS2 on a gate under 50% health, plus the occasional GS5. Players either get pulled toward the gate or get into melee on their own, and GS2 just melts them. Though I was thinking about being able to do relevant damage to the structures themselves. Again, I would only give it to specs that don't yet have clear roles and/or strengths in wvw.

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While this sounds cool at first blush, I don't think it would be healthy for the game.

 

Siege and Supply serve a vital function of limiting threats to walled objectives.  As scary as a zerg is, the fact that they rely on siege to break down walls is the only reason they can't just bulldoze entire maps with impunity.  If they could simply bash the walls down without siege, it would be impossible to stop or delay them without your own zerg--even moreso than it is now.

 

That said, it would be cool to have specs that had unique WvW functions that operated within the confines of existing WvW rules.  It would probably make more sense to introduce some WvW role system rather than trying to balance a PvE spec around WvW specific things, but it's a similar idea.

 

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23 minutes ago, Xenesis.6389 said:

 

Hilarious for about an hour, and then everyone abandons berserkers back to their regular useful classes.

 

I agree both to your statement and your signature. Such a change wouldn't be enough to make a weak class like berserker (weak in wvw I mean) become relevant, though that wasn't really what I was trying to address here. 

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2 minutes ago, Al Masone.1274 said:

 

I agree both to your statement and your signature. Such a change wouldn't be enough to make a weak class like berserker (weak in wvw I mean) become relevant, though that wasn't really what I was trying to address here. 

 

Eh, I'm not even sure it's worth the effort, I mean this would like trying to make fall damage specs based off one trait, but you get to use like 5% of the time you're ever in wvw. I mean if you really want to go that way then maybe do something like all great swords or hammers do like 10% more damage to gates and call it a day.

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I wouldn't say 5%. I don't really play wvw a whole lot, but whenever I run around with a zerg, most of the time I'm in front a wall or gate building siege, using siege, or taking down defenses. I don't find myself in teamfight really that often. I guess it depends on the time of day, but I'd say my time in wvw is more or less 50% siege and 50% teamfights. A  buff to siege damage would be something I could always benefit from, but it would find decent use IMO:

That said, I'm not arguing whether it would be a great addition or not, it was just and idea I had in mind. I kinda wondered how much it break the game, and whether it would add some interesting variety.

I like wvw a lot but I hate more and more seeing the same 3 specs running around (scrapper, fb, scourge)

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32 minutes ago, Al Masone.1274 said:

I wouldn't say 5%. I don't really play wvw a whole lot, but whenever I run around with a zerg, most of the time I'm in front a wall or gate building siege, using siege, or taking down defenses. I don't find myself in teamfight really that often. I guess it depends on the time of day, but I'd say my time in wvw is more or less 50% siege and 50% teamfights. A  buff to siege damage would be something I could always benefit from, but it would find decent use IMO:

That said, I'm not arguing whether it would be a great addition or not, it was just and idea I had in mind. I kinda wondered how much it break the game, and whether it would add some interesting variety.

I like wvw a lot but I hate more and more seeing the same 3 specs running around (scrapper, fb, scourge)

 

The 5% was to the fall damage example. If you use siege damage with weapons then sure every siege opportunity at the gates you'll have someone using them by default, but I don't think anyone is going to change their spec for just that when you could be in a serious fight at any moment after and it would be difficult to switch specs in the middle of combat. Which is why I mentioned just a more general bonus damage to certain heavy weapons if you really want to add that flavor.

 

Those three specs are because of the group meta for boon balling, guards and necros have been needed since day, scrapper is the jack of brings all you need for groups spec, nothing can do about that, it's the way anet and the zergs guilds want it.

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10 hours ago, Dawdler.8521 said:

Well tbh this is already in effect. Certain builds will be *far* better at sieging under pressure than others and be better at countersieging. I mean I have seen a single firebrand using that kitten pull stun with almost no cd to completely nullify people trying to siege (which in turn could have been countered by AoE stab from nearby players staring into a wall but you know... idiots).

The only pull a firebrand has has a 12s cd and it isn't a stun. You sure you have the right class?

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41 minutes ago, Gwaihir.1745 said:

The only pull a firebrand has has a 12s cd and it isn't a stun. You sure you have the right class?

I dont know what firebrand you play with but they have an AoE pull tome thats on 6s cd when traited. It take you half that time just to pick your kitten off the ground and get back on the cata.

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