At stands, a keep can be kept in a non-repairable state by simply aggroing guards. A single stealther can tag a wall archer, run out of range and restealth, which leads to situations where a keep is not repairable sometimes for over an hour despite not actually being "under siege."
I'd like to suggest that the requirement for a keep being under siege be tightened a little, such as
This wouldn't make it impossible to force a keep to be under attack for a period of time by any means -- somebody could set volley on a palintone spot and damage it from afar, for example -- but it would make doing so just a little more difficult for a solo player.
Truth in advertising: I have 17 level 50s across 3 realms, including 2 level 50 archers and 2 level 50 assassins with vanish, so I have done the "torment the opposition by keeping them from repairing" thing myself. I've seen both sides.
I'd like to suggest that the requirement for a keep being under siege be tightened a little, such as
- A guard being killed (not just damaged)
- Guards killing an attacker (not just aggroing them)
- A door or siege weapon taking a certain amount of damage
This wouldn't make it impossible to force a keep to be under attack for a period of time by any means -- somebody could set volley on a palintone spot and damage it from afar, for example -- but it would make doing so just a little more difficult for a solo player.
Truth in advertising: I have 17 level 50s across 3 realms, including 2 level 50 archers and 2 level 50 assassins with vanish, so I have done the "torment the opposition by keeping them from repairing" thing myself. I've seen both sides.