Can we update siege a bit?

Started 10 Jun 2019
by Druth
in Suggestions
These are only my opinions so feel free to shoot/blow/troll them down, but I see 3 major flaws in siege, that can be solved.

Problem 1: Flat reward for keep takes.
I think keep reward should be reflected by how bad your realm situation is, few keeps = high reward, many keeps = low reward.
A little whine, be warned... it saddens me that you can form a BG and roll over all keeps, reaping the same reward (and infact each keep take makes it higher).
And since there is no penalty to owning many keeps, each win will often result in more people joining you, and people leaving potential defender BG (sadly human defeatist nature).
So right now, keep take BG is a snowball effect, that has absolutely no downside.

Solution 1: Implement some of following...
- Guards become stronger when you have fewer than 7 keeps, ending with epic lvl guards with 1 keep left.
- Diminishing return on keep rewards, starting high with zero keeps, ending in zero when you take the 21th keep.
- Make reward dependent on defenders from start to finish. So even if a fg jumps out, they still count as defenders.


Problem 2: Pets pets and more pets.
When I defend keeps, I fight pets more than I fight people. It seems like an endless stream of; shrooms that needs aoe, enchanter/caba pets that walk through doors and attack people, and worst I've yet seen necro pets that has crazy defence, HoT, spreadheal, and damage shield, unkillable without several casters.
Yes, pets are part of the game, but they should not be such a big part of sieges.

Solution 2: Implement some of following...
- If a pet gets Lord agro, the Lord will start shooting at owner after pet dies, if Lord gets agro. That way sending in pets poses a risk, which it now has none of.
- Stationary aoe npc casters inside Lord room, that will aoe nuke pets, helping defenders clear pets.
- No pets inside keep until gate is down. No shrooms inside, no pbaoe through gates, so no clue why people can send pets inside.


Problem 3: Little to no advantage for defenders.
It's really really hard to defend, especially against (cry baby, cry) baseline stun+shrooms. One defender getting aoe'd, means entire wall being interrupted, and even getting los is a major task it seems, especially on alb/mid keeps where you have to master climbing bugged ramparts to get a proper los.
Can't do anything to rams, unless you kill all attackers, and now that you can't place catapults inside a keep, the attackers can shoot at defenders without getting shot back at.

Solution 3: NF... yeah well, we have OF, but truth is NF solved the defender issues. Oil, better los, hockpoints for: healer npc, stealth detect, palitones etc...
With OF, it's really hard. The keeps feels more like prisons than a fort for defenders.
Lord room def. are ruined by twf, casting on attackers has no advantage from a defender pow.
I think some solutions could be...:
- Hockpoint in cy, for siege to shoot at rams or attackers.
- The return of archer guards, that don't move.
- No gta possible inside main keep for attackers, also means no twf.



Long story short... OF did open RvR best, and holds nostalgic power, but it did siege horribly.
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