As a healer, it is frustrating that I rarely have a chance to heal anybody before they're dead. Siege for me is pretty much limited to sitting on a tower (crashing) until we win, or healing a gate (crashing even more) until we lose. It becomes boring for everyone when siege is tab-shoot, tab-shoot. It has almost nothing to do with skill as a player (the whole point of PvP in ANY game, last I knew) and because lag and crashes are so bad, it may or may not have anything to do with your gear either. I've seen for myself how quickly Knights go down sometimes, and if 150k HP Knights are being downed in a few short seconds by lesser geared players... can anyone spell L-A-M-E?
Knights should be the ultimate defenders. You may go around them, but you don't try to take them down alone. Nobody (except Chuck Norris) can stab an 8-inch blade through forged iron. In the 16th century, crossbow bolts and even bullets from early firearms could not penetrate plate armor except at point-blank range. Why did knights use a lance for their initial charge?
Because a sharpened metal object propelled by the power of a charging horse was needed just to penetrate their opponents' armor! Knights should be the ones to hold a tower, hold a bridge, or defend the gate. Even alone and out-numbered, they don't go down fast, and will at least buy you some time.
Warriors should be the primary, front-line damage dealers in siege. Just as a Knight gives up mobility and attack power for incredible defense, a warrior makes the reverse trade. It should be nearly impossible to take down a knight without at least one warrior involved. Those big, two-hand weapons are the only way to get through that armor.
Scouts should avoid melee contact, especially with Knights and Warriors, but also with Rogues and Wardens. They may be able to skirmish a little with Rogues and other Scouts, and dance circles around Knights, but mostly their job is to keep others at a distance. They should be the ones covering the main attack force of Warriors and Knights, protecting them from enemy Mages and Scouts.
Mages should be a significant part of the offense. They are able to bypass the defenses of a Knight, to a degree, by dealing magical damage. Mages should still be glass cannons. They can take out even a Knight faster than a Warrior could, but if anyone (including said Knight) hits them with physical damage, they should go down quickly. Seriously... they're running around the battle field in a
robe.
Rogues should be the only class really able to do anything solo. A Rogue should NOT be part of the main attack. They shouldn't be the ones to take towers, break down gates, or kill honor guards. Their main job should be to kill the enemy Priests, Mages, and Druids, and engage or distract their Scouts.
Druids and Priests have different roles, but primarily, their job is to keep the Knights and Warriors alive. Healers can't run around looking after Scouts or Rogues. And Mages fall too fast for heals to make a difference. Watch out for Rogues though; they will kill you. Your cloth robes do nothing to protect you against those shiny knives. Priests may want to keep a shield and mace handy, just in case.
Wardens are complicated, but I really think they should be designed to live up to their name. The name has very protective connotations, with synonyms including 'Keeper' and 'Guardian'. In PvP, a Knight's defenses only help himself. He cannot draw aggro, or trick humans into attacking him. But a Warden's defensive abilities extend beyond himself. He can, through his pet, be in two places at once. Because of this, Wardens should be the ones to watch over their weaker companions, specifically, all cloth-wearers, and protect them from enemy Rogues or Scouts. I think Wardens should also function this way in PvE, providing protection for the whole party, and I do not want to see them become just an elven Knight.
This is my ideal for Siege. I can think of several ways to accomplish this, but to work within the current framework, it boils down to:
1. Reduce inflicted damage (and heals) by a
lot. I'm thinking something close to 90%. Leave crit rate normal, but crit damage is also scaled down. This reduction is really quite reasonable, IMO. In PvE, players fight bosses with 5mil+ HP, and mobs with 500k+ HP, then in siege they fight players with 50-150k HP, but they do the same damage. No wonder we all get one-hit so often.
2. Differentiate between armor types and weapon types. Don't merely compare straight physical attack against physical defense. Give players with certain weapons a penalty against their own Patk if their opponent has heavy armor. I obviously haven't tested anything, so these numbers are merely for the sake of example, but something along these lines:
|
Source code
|
1
2
3
4
5
6
7
8
9
10
|
Cloth Leather Chain Plate
Wand 1.0 0.7 0.4 0.1
Staff 1.1 0.8 0.5 0.2
Dagger 1.3 1.0 0.7 0.4
bow 1.3 1.0 0.7 0.4
xbow 1.4 1.1 0.8 0.5
1h sword 1.4 1.1 0.8 0.5
1h mace 1.4 1.1 0.8 0.5
2h sword 1.6 1.3 1.0 0.7
2h axe 1.7 1.4 1.1 0.8
|
I'd also like to see a similar reverse scaling for magic, where casters get a Matk bonus when attacking metal armors. Metal
does conduct heat and electricity much better than cloth or leather.
More changes would be necessary of course, and the classes are still imbalanced in PvP, but those two changes would go a long way toward making siege fun. Of course, fixing the bugs so that we had less lag and crashes, and if those few players would stop hacking, that would also make it a lot more fun.
In RoM, players who spend the most in CS will always tend to dominate PvP. I do not propose to change that, but at least players who really, really know their class should have a fighting chance. And everyone, no matter their class, should have a specific and important role to play in Siege. I want to see World chat messages saying, "______ now recruiting! We need Wardens, Warriors, and Knights for Siege! PM me".
Sorry for the length. There is much to discuss regarding siege.