Malus.2184 Posted February 21 Share Posted February 21 Scaling rewards were implemented in a way that heavily favour the defender, as such people are incentivised to defend stuff, which is good as WvW should be more about simulating a war experience. The issue is that a lot of stuff in the defenders' arsenal that was okay before is in contest massively broken now. T The defender has multiple ways of delaying and interrupting the attacker. This was fine before the change as it never really did anything in the larger scheme of things. Now, it's just a way to drag out the siege and farm the attackers for loot bags. While the attacker theoretically can do these things as well they're practically extremely difficult to pull off and the only realistic way to take supply off the defender is to break their walls. If the defender has already dug in they have an endless amount of siege attacks that can go the other way and that kinda ruins the idea of a siege since it's about starving out the defenders and if they can just attack at will there's effectively no starving. The defender can also destroy the attacker's siege rather easily with a concerted effort since healing siege is difficult. The conclusion I've reached is 1. Remove the Siege Disabler and Supply Removal Trap completely. They made sense when only a few would even bother to defend, now it's just too disruptive. 2. Increase the supply cap of every objective and make it so that using a ranged siege costs supply from the user. Change the last trait of any particular Mastery to also reduce the amount of Siege used. This way sieges will go faster and the defender actually has to try to repel the attacker instead of just farming them out. 3. Change the Flame Ram as well so that using the Iron Hide, and possibly Flame Blast, also costs Siege. This would make the logistic side of things for both the attacker and the defender paramount. 1 2 9 Link to comment Share on other sites More sharing options...
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