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Siege is weaker now because of Scribing, healing creep, and mitigation creep. Cold Fire Ballista used to do damage and now it's laughable. Players run straight through multiple meatbags, scattershot catapults, and oils with all the shields and healing. It's time to buff siege.
Edited by Kaelthorn_Nightbloom on October 20, 2024 3:56PM
i feel like coldfire is alright where it is, and shouldnt get much of a buff, if any
however all other siege is extremely underpowered to feel almost useless, for ease of use most of my siege is just oils and fire ballistas, and meatbags because everything else feels like it doesnt do enough
i get some of the siege is supposed to do more debuff-wise and less dmg, but the debuffs they do are borderline negligible to the point its not worth using
i have my main house (grand topal hideaway) listed in the housing tours, it has multiple target dummies, scribing altar, and grandmaster stations (fully filled out with current game), as well as almost every antiquity furnishing on display to preview them
in progress: acquiring mundus stones (currently only have the thief)
They should make all anti-personnel siege scale exponentially. Lower the base value, but increase it by X% per person it hits. Make it less effective when hitting 1 or 2 people, but drastically more effective hitting closer to 12 people.
They should make all anti-personnel siege scale exponentially. Lower the base value, but increase it by X% per person it hits. Make it less effective when hitting 1 or 2 people, but drastically more effective hitting closer to 12 people.
Much as I want more of that generally in the game, I don't think all anti-personnel siege weapons should behave this way. Maybe some, like lightning ballista, sounds good. But I don't want a situation where going through a breach becomes trivial if everyone trickles in one by one.
DAGON - ALTADOON - CHIM - GHARTOK The Covenant is broken. The Enemy has won...