Riba.3271 Posted February 1 Share Posted February 1 (edited) At WvWs hayday when sieges were thrilling and long lasting with ton of fair fights, the balance was actually opposite way: Siege did more damage to siege: Attackers had to try multiple times. Siege damage to siege was halved accidentally when they made conditions and crits affect siege So essentially rams are supposed to be weaker, not stronger. Stonemists and Keeps took much more dolyaks to upgrade, making resetting them and defending them more thrilling. All they're doing by slightly touching amount of supply SM has, is promoting SM camping and transferring to winning server again. Guilds and best fight commanders fought inside objectives, since there was no stat boosts for defender. Having +800 combat stats inside keeps and tactivators is a lot of combat advantage. These are the real issues why everyone hates attacking, not some weird 20% more ram hp or little bit of maximum supply. Yes, groups still attack things, but they only attempt once or twice. Sieging attempts that last more than 15 minutes and have multiple good fights are extinct. Walls had more hp and attacker less supply, so defenders had extra time to gather matching numbers and then you could have good fair fight with no stat advantages or tactics ruining it If you outnumbered enemy a lot, instead of being bored during a siege you could go duel them on the walls of their keep, and both sides would have a blast. But now with increased stats and in combat gliding, it just isn't fun since experienced defender has big fight advantage in addition to never being able to die from 1 or 2 people. Its just not fun when the worse performing player that lost the fight glides away or hides at high ground. There were no shield gens, meaning superior siege positioning and perceverance won in addition to catapults and trebs being viable attacking option. If enemy builds shield gens then catapults, trebs, mortars, ballistas, arrow carts and omega golems, all become useless. So it already always devolved into ram wars as long as there are smart players around. So by buffing rams, they're just doubling down on the only viable strategy against hard opponent, instead of making WvW have its variety back. Also guys, there is a green circle that indicates the range of the ram when you place it. If you actually use that, the catapults can't hit your rams or knock the players off. So actually the main part of the update, does nothing. Catapults don't have range to hit rams through a gate, trebs do, and anyone that builds catapults behind a gate, are only countering noobs. This doesn't change WvW at all if you have competent a non-pip farming commander. Getting inside objectives was never the problem. You can just spam a couple of golems, build a few shield gens, and you're in. You can even do it in enemy border since guild golems are for some weird reason 50 supply and unstoppable due to being able to give them boons now. Real problem is taking objectives doesn't involve fighting anymore, it is just farming much worse players since good players will always utilize extra stats, tactics, stealth and gliding to destroy you, the things you don't have available as assaultant. It is age of clouds, server stacking and T3 objective camping, which is something that needs to be fixed. Sad part is that changing numbers is enough, which means it really isn't a big job, you dont' need to develop new skills or new UI, good WvW meta with ton of action and fair fights is just 1 day of dev work away. Edited February 1 by Riba.3271 17 3 13 Link to comment Share on other sites More sharing options...
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