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Sieges NEED a massive buff, this has to STOP


Grandark.8624

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This is outrageous, what i just witnessed is beyond insane. We just lost a fully sieged tier 3 garrison (and by fully sieged i mean 5 trebs pointing at the gate, multiple catas and arrow carts pointing at the same direction) against, let's just say a very "Notorius" zerg, where they just stood still WITHOUT ANY RAMS, hitting both outer and inner gates from 100% to 0% till they took it.

I spent the whole day building those sieges and refreshing them for 5 hours, just to see them being absolutely useless against them. I don't get how this is possible, is it hacking? or something else?

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This has been happening for months.
The big group had at least 80 people on the gate without seige and our team couldn't touch them with our seige, and our hunters on the side do nothing to them.
What's the point in seige if we have 10 or more ACs and trebs behind gate and even with that we can't even stop a group from coming in...

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50 minutes ago, Grandark.8624 said:

This is outrageous, what i just witnessed is beyond insane. We just lost a fully sieged tier 3 garrison (and by fully sieged i mean 5 trebs pointing at the gate, multiple catas and arrow carts pointing at the same direction) against, let's just say a very "Notorius" zerg, where they just stood still WITHOUT ANY RAMS, hitting both outer and inner gates from 100% to 0% till they took it.

I spent the whole day building those sieges and refreshing them for 5 hours, just to see them being absolutely useless against them. I don't get how this is possible, is it hacking? or something else?

They PvD down both doors? Did you catch which tactics were in place on the keep? 

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If the situation is indeed like OP describes, then it's just terrible defending. Manning 5 trebs + catas + arrowcarts hitting a gate will absolutely delay an PvD attack. PVD'ing a T3 gate takes a LONG time, even with "80 people", not to mention 2 gates.  Enough time for the defenders to get organized and actually do something about it if they wanted to. Now if the defenders are all scattered trying to snipe away at a blob one at a time, obviously, its not gonna work. If people are elsewhere, or being stubborn being yanked off of walls instead of grouping up, its not gonna work.

To fight a blob under siege you don't need equal numbers, but you need a group. If you don't have a group, its not the siege's fault, its not the enemy's fault... its your team's fault for not grouping up and getting organized to defend correctly. You're pointing the finger at the wrong target buddy.

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54 minutes ago, ArchonWing.9480 said:

Well it's hard to say but it sounds suspicious.

 

Post a video the next time it happens. Don't make any accusations (because it'll get deleted); and people can judge for themselves. Though it may have to be on Reddit to get attention.

The whole thread looks suspicious.  I'm going to go with "sock puppeting".

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You state this like it's something impossible to do. Hardened gates only reduces player damage by 50%, so it's still possible for a blob to take down gates with just player damage.

Boon blobs have enough support to power through multiple siege damage and knockbacks, it's not a hack, it's not impossible, there are other groups who does this every once in a while for years now, especially those looking to draw more to farm because no group wants to face them.

It takes a long time to break though gates with just player damage. If your side didn't come to defend, then it does not matter, your siege does not matter, you need players to defend. The reality is anet no longer wants you to delay fights, does not want you to defend without the same amount of players, you cannot over rely on siege to defend outnumbered situations for you, so don't let it stress you.

If you don't have the players, shrug and move on, the only way to beat those blobs then is to ignore them and just wait until they're bored and move on. Anet does not give a kitten about defending, they only care that their blob friends are having fun running over players for the bags.

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Arrow carts have cooldown how often they can hit single target so multiple ACs do nothing and catapults have very small splash radius and damage.

I don't have problem with that but I would like to see following changes:

  1. T2/T3 wall/gate hitpoints increased by 25%. In return keeps require 25% more dolyaks to upgrade and castles 100%. (So towers buffed, castle nerfed)
  2. Shield generator bubble upkeep 50% -> 33% (12s duration /25s cd -> 10s duration/30s cd). Natural change since you can't disable them anymore: the main argument that people used that shield gens are balanced.
  3. Extra boon durations down across the board: Less protection/quickness/might for facerubbers. This can be accomplished by reducing boon duration in runes or effectiveness of concentration stat.

However, no matter what you can't stop 50 people if only 5 people are doing something useful. If you had some good elementalists maybe.

Edited by Riba.3271
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