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Suggested Siege Weapon buffs/new Siege Weapons to combat Ballgroups and 1vX loopers

Avran_Sylt
Avran_Sylt
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Catapults:

All effects cannot be cleansed.

Oil: add Affected players take 200% additional fire damage from all sources for 10s.
Meatbag: add Affected players also have 40K Healing absorption applied for 6s.
Scattershot: Affected players have armor and spell resistances stripped for 10s.

New siege type: Sapper Tools

Anti-magic Lodestone: Utilizes the design of Fire Rune. Creates a negate field when triggered. Can be disarmed with an action.

Bear trap: single-target Highly damaging stun that cannot be blocked, roll dodged, or broken free from. Can be disarmed with an action.

Soul Shearer: (targetable) floating soul gem that prevents revival of nearby enemies and severs the ability to revive completely every 20s.
  • Versutia_1986
    Versutia_1986
    Soul Shriven
    I guess this is to counter how ineffective siege is on some people. How they seem to completely shrug off anything?

    I like Oil effect

    Meatbag sounds OP?

    Scattershot (my favourite) - Also feels OP - 20% damage is enough imo - they don't seem favoured in game though. More people should use them

    Like Sapper idea - Negate and Bear Trap. Not 100% on Soul Gem however.


  • Major_Mangle
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    If you remove the damage part of siege and only make it the debuffs you wrote (even though they're a bit over the top) then I can get behind a buff to siege
    Edited by Major_Mangle on January 9, 2025 10:05AM
    Ps4 EU 2016-2020
    PC/EU: 2020 -
  • xylena_lazarow
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    Maybe put the Star Venom effect on a siege engine. It would be weak against solos and pugs, but extremely deadly to groups that deliberately stack healing effects on each other. The good groups would adapt but be less oppressive.

    Keep in mind that you can counter 1vXers by simply ignoring them.
    PC/NA || Cyro/BGs || RIP old PvP build system || bring Vengeance
  • Avran_Sylt
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    Maybe put the Star Venom effect on a siege engine. It would be weak against solos and pugs, but extremely deadly to groups that deliberately stack healing effects on each other. The good groups would adapt but be less oppressive.

    Keep in mind that you can counter 1vXers by simply ignoring them.

    Hard to do when they back-cap resources just to be a nuisance, leveraging the resource keeps as prime LoS blockers to force players into melee range (that for some reason we can't destroy anymore). Hence the Beartrap.

    And Siege is slow, obvious, with setup time. If someone stands around to let the Red circle fully land without moving out of the way while ignoring its setup, well...

    The point is to setup something with a single unit that demands a response, instead of letting the superior numbers, or superiorly geared, have total control over the flow of movement, they need to consider siege as something that needs to be addressed, or avoided.
    I guess this is to counter how ineffective siege is on some people. How they seem to completely shrug off anything?

    I like Oil effect

    Meatbag sounds OP?

    Scattershot (my favourite) - Also feels OP - 20% damage is enough imo - they don't seem favoured in game though. More people should use them

    Like Sapper idea - Negate and Bear Trap. Not 100% on Soul Gem however.


    Yep.
    If you remove the damage part of siege and only make it the debuffs you wrote (even though they're a bit over the top) then I can get behind a buff to siege


    I suppose the main damage part could be removed. The changes aren't to make a single person capable of wiping a ball-group, just amplifying a smaller group of others to a much stronger degree, if the siege can land (or making a game of: which ball-group can place and use siege effectively while shutting down their opponents siege).
    Edited by Avran_Sylt on January 9, 2025 1:09PM
  • xylena_lazarow
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    Avran_Sylt wrote: »
    Hard to do when they back-cap resources just to be a nuisance
    This is the attitude of the sort of player that 1vXers prey on. You're right, it's just a nuisance, you don't need to get yourself farmed over a nuisance. They're not gonna flip the castle, they won't cut transit long enough to matter.

    Ignore them and they'll be forced to siege to get attention, or flip more PvE resources, or PvHorse off somewhere else, basically a lot of boring exhausting work just to end up waiting alone another 20 minutes before enemies bother showing up. That's why players seldom solo, not because it's too hard, because of the lack of action.
    PC/NA || Cyro/BGs || RIP old PvP build system || bring Vengeance
  • Avran_Sylt
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    Avran_Sylt wrote: »
    Hard to do when they back-cap resources just to be a nuisance
    This is the attitude of the sort of player that 1vXers prey on. You're right, it's just a nuisance, you don't need to get yourself farmed over a nuisance. They're not gonna flip the castle, they won't cut transit long enough to matter.

    Ignore them and they'll be forced to siege to get attention, or flip more PvE resources, or PvHorse off somewhere else, basically a lot of boring exhausting work just to end up waiting alone another 20 minutes before enemies bother showing up. That's why players seldom solo, not because it's too hard, because of the lack of action.

    Yes, I am exactly the kind of player that 1vX’er prey on. And it’s both annoying and boring to need to rubber-band back away from the action because suddenly your transistus line is blocked because of one troll getting too bored and cutting back keeps. So such is the suggestion for the bear trap.

    But now that I think about it the 1vX’er would just use this (the bear trap) to seal the front entrance to the resource keep and be even more annoying. Maybe if it’s targetable and destroyable with attacks, it’d be based more on placing it in corners or relying on inattention.

    Bloody hate that back resource nodes can be taken by a single person. Just makes cleanup a whole slog of running back and forth and having no action.
    Edited by Avran_Sylt on January 9, 2025 4:53PM
  • Necrotech_Master
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    a lot of these i think would be too OP, especially with people wearing the new siegemaster set

    could siege be buffed though? sure, i think siege debuffs should be uncleansable, thats a big reason why people shrug off some of it is because there are still people that purge a lot

    any of the "dot" or "debuff" siege usually doesnt last its full duration because its purged which reduces its effectiveness
    plays PC/NA
    handle @Necrotech_Master
    active player since april 2014

    i have my main house (grand topal hideaway) listed in the housing tours, it has multiple target dummies, scribing altar, and grandmaster stations (in progress being filled out), as well as almost every antiquity furnishing on display to preview them

    feel free to stop by and use the facilities
  • Avran_Sylt
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    a lot of these i think would be too OP, especially with people wearing the new siegemaster set

    could siege be buffed though? sure, i think siege debuffs should be uncleansable, thats a big reason why people shrug off some of it is because there are still people that purge a lot

    any of the "dot" or "debuff" siege usually doesnt last its full duration because its purged which reduces its effectiveness

    Yeah, oil pots can become simply a joke if the group is on point with constant purges.
  • YandereGirlfriend
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    I, for one, can't wait for everyone to see how OP siege actually is when the template test starts.

    Nobody is ever going to capture a keep unless it's a PvDoor.

    Everyone will enjoy taking 8x 10k ticks every 2 seconds with no access to defensive buffs, no Siege Shield, and only a weak self-heal.

    It'll be great for defenders to get low-effort Kill 150s done but by about the third day attackers will simply stop trying.
  • MincMincMinc
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    I, for one, can't wait for everyone to see how OP siege actually is when the template test starts.

    Nobody is ever going to capture a keep unless it's a PvDoor.

    Everyone will enjoy taking 8x 10k ticks every 2 seconds with no access to defensive buffs, no Siege Shield, and only a weak self-heal.

    It'll be great for defenders to get low-effort Kill 150s done but by about the third day attackers will simply stop trying.

    What is really going to be nice is that suddenly not every skill has an aoe snare debuff butt wiping effect tied to it. At the same time not everyone will be running race against time. Like i covered in my movement speed thread It will be nice for speed to not be inflated or with such wild swings between players.

    I expect we will not see as much pvdoor while defenders are there. Like the old days people will die to oils and will need to seige the posterns because it is safer. Kinda silly in greyhost where keep fights boil down to 20 mins of waiting for the doors to come down and then a backflag fight.
    We should use the insightful and awesome buttons more
  • xylena_lazarow
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    Like the old days people will die to oils and will need to seige the posterns because it is safer.
    It's already like that. Pugs should siege the postern of a defended keep, but they don't, they wipe on the door. The question is whether the ball groups will wipe to siege under the new ruleset. If it nukes the ball meta, I'll play it.
    PC/NA || Cyro/BGs || RIP old PvP build system || bring Vengeance
  • MincMincMinc
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    Like the old days people will die to oils and will need to seige the posterns because it is safer.
    It's already like that. Pugs should siege the postern of a defended keep, but they don't, they wipe on the door. The question is whether the ball groups will wipe to siege under the new ruleset. If it nukes the ball meta, I'll play it.

    I think ball groups will play more spread out for sure. Combat will be more about expansion and contraction of groups. Whether you can spread out and then meet together for ult drops.
    • They wont have access to 12x the stats of other groups through dense group sets that are better than normal sets solo.
    • They wont have complete immunity with banner or Snowtreaders
    • They wont have 100% uptime on expedition with rapids
    • They wont have aoe pulls with no telegraphs
    • They wont be covered by hots that do 300% of their healthbar per tick

    Itll boil down to ult drops like Negate, standard, nova, tether, perma, colossus, and whatever arc does........ like how group pvp should be instead of winning purely by default set wise.
    We should use the insightful and awesome buttons more
  • Joy_Division
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    Has the OP ever been on the third floor of a inner keep having to deal with the incoming dozen siege attacks from 5 stars who are incapable of doing anything but setting up their trebs on the walls?

    That's some high quality "PvP" right there that surely will become an even more exciting experience being hit with a 40K healing debuff.
    Make Rush of Agony "Monsters only." People should not be consecutively crowd controlled in a PvP setting. Period.
  • Avran_Sylt
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    Has the OP ever been on the third floor of a inner keep having to deal with the incoming dozen siege attacks from 5 stars who are incapable of doing anything but setting up their trebs on the walls?

    That's some high quality "PvP" right there that surely will become an even more exciting experience being hit with a 40K healing debuff.

    Yeah the more I think about it, ball groups will just abuse it :(

    Sorry, it’s a terrible idea.
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