TheEndBringer wrote: »So I'm kinda tired of how ineffective siege has grown. Now, being on console I don't know how siege is doing on no proc players.
Last night we had 4 fire lancers, 3 cold fires, and multiple ballistas on a wall hitting two coordinated balled up yellow groups point blank and not a single one of them died.
This has been a constant issue and it's killing the fun in Cyro.
And now that heals are going to be cross group again I'm worried it's not going to go away even with no procs.
Siege damage, especially lancers considering how rare they drop and require leveling Antiquties, should see an increase in player damage too make it harder for a group to just eat the attack.
TheEndBringer wrote: »12 players should not be able to stand in place firing siege at a wall against lancers, cold fires dtrebs, cold fire ballistas, and fire ballistas aiming straight at them.
We had 15 siege on 12 people and not one died.
TheEndBringer wrote: »So I'm kinda tired of how ineffective siege has grown. Now, being on console I don't know how siege is doing on no proc players.
Last night we had 4 fire lancers, 3 cold fires, and multiple ballistas on a wall hitting two coordinated balled up yellow groups point blank and not a single one of them died.
This has been a constant issue and it's killing the fun in Cyro.
And now that heals are going to be cross group again I'm worried it's not going to go away even with no procs.
Siege damage, especially lancers considering how rare they drop and require leveling Antiquties, should see an increase in player damage too make it harder for a group to just eat the attack.
DreadDaedroth wrote: »It was fun when siege procced damage sets
BlakMarket wrote: »Its a thing called cross healing also increasing siege damage is such zerg mentality, get off the walls and fight if not enough of you are there to defend, bad luck - you lose the keep.
Then take it back when you have enough to take it back, or when that faction is busy somewhere else on the map, that's the cycle of cyro pvp.
There is honestly nothing wrong with doubling the damage and halving the firing time.
This makes direct hits harder to survive. This reminds me of Warhammer, where even a dragon or a greater demon can be taken down by an accurate one ton rock from a catapult.
It would make one-man troll-sieges less impactful as setting up three weapons and shooting out a wall by yourself would take twice as long.
It would force alliances to actually play as alliances. No more standing and waiting for the three or so players who actually lay sieges to get the job done. You all have to chip in and help out.
Rams and doors could remain unchanged, thereby accentuating the difference between the soft-but-narrow doors and the wide but impenetrable walls.
By firing time yes I mean the rate of fire so halve the rate of fire and double the damage. And sieges would only stay similar durations with multiple players. Slowing rate of fire would prevent one-man troll sieging because defenders should in theory at least be able to mend between shots fired unless the attacker laid like six engines to maintain a constant stream of damage to the structure.
Don't get me wrong, guerrilla sieges to knock out a connecting keep is smart map strategy in the current game. But it's also a bit daft and unrealistic, too.