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turboreaper666

Intermediate

Posts: 197

Location: Canada

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81

Tuesday, June 26th 2012, 2:32pm

Quoted from "Kefkai;541155"

Man I like how people are so ignorant about how much other classes can do with DoTs, hey maybe you're not bleed speccing.

Claiming that Warriors couldn't bleed gates is the stupidest thing I've ever heard, Warriors can bleed gates better than rogues can, anyone saying that Mages suck for bleeding gates is also stupid I'm guessing they never played M/R, hell even Wd/S is a king in terms of bleeds.

If your castle gates were being taken down in seconds of siege starting you were doing something wrong, healers heal the gate while whoever else fights them off the gates, you could put eyes on top of the gates to take rogues out of hide too, if you're not keeping up on how to defend your gate then you're doing something wrong.

Before the change with bleeds our gates hardly ever got broken into unless the other guild was very well organized or a lot stronger than ours.

Now after the change I feel like siege is a lot lazier, we don't really have to defend our castle that much, we'll be able to see anyone trying to attack the gate easily, there is just a lot less running back and forth, I mean there is running back and forth but it's not to actually protect the gates, I still say bleeds should do around 10-20% of their damage either that or why didn't anyone think of increasing the amount of hp they have (The scrolls/tornado/siege weaponry does damage based on a % from what I recall), but yeah the Siege Weaponry needs the biggest buff, as is it sucks, it falls through tiles easily, it's hard to drive and easy to kill.


If you read the rest of the post you see that I said that there are a lot of other skills and spells that can damage gates, rogues and other classes alike. But Rogues are "the class" that do it. They can get to the castle undetected, and stay undetected while they bleed down a gate. I have yet to see a Warrior stand there and take a gate down unless surrounded with a group. There are always exceptions to the norm, but a Warrior heading to the castle gates to bleed it down in the first 5 mins is an exception...not the norm.
Don't tell me your so naive to say Rogues aren't the class that run to the opposing castle directly to bleed down the gates. It's a well know strategy to send Rogues directly to the gates to bring them down and take out proc's, and can be done within minutes of siege starting. How quick it will happen depends on a lot of factors....so the argument of "your doing something wrong" doesn't fit. Example, 25 against 8, alt guilds of high ranking guilds, or bad siege match ups based on points.
I know that other classes "can" do it, however they are all detected while they are doing it which makes a huge difference.

As for this thread being about siege weapons......if that's the case then the title and OP is misleading. Try the little button that says "edit" a post. You start a thread with a title like this one, complain about your bleeds in siege in the first post, then get mad when others post about bleeds, and tell them it's about weapons in siege.

Anyway enough of arguing black is white in this thread.
To the OP.
Maybe next time take some time to think things through before starting a thread out of anger and getting mad when people call you on it.

......and maybe now is an even better time to go edit the original post to say what you really meant...:confused:
Shadowlaw
Retired 07/2012

82

Tuesday, June 26th 2012, 3:34pm

Quoted from "Harout123;541153"

This definatly is not a troll thread, its a legitimate idea, we need to fix siege war. The person trolling here is you. I said 500 times in this thread that i was mistaken to say bring back bleeds. What i meant is to fix siege war. I dont understand you people. Only ones in here that are making sense are mike and thebadtouch


Re-read my posts and please point out any trolling i've done, I'll wait.

Point is YOU created this thread and the FIRST post you made set the tone, which was that of trolling. This is why I said it was a troll thread that certain people attempted to save.

By your logic it would be ok for me to create a thread saying rogues are OP, take away their ability to hide, their dagger mastery, and or whatever else, and then when I get called out on it, as long as I say "oops, I didn't mean that" some number of pages later that it was never a troll thread to begin with. No, it still was, although I am glad that you refuted the initial statement 500 times in a 85 post thread.

P.S. If you actually read past the parts calling your initial idea bad, you would see people were fine with bringing (non-OP) bleeds back, fixing siege war, and making engines actually worth something.
Quaffy - 87 Mage/ 85 Priest/ 70 Scout (formerly one of the much hated P/S in PvP :()
Heavensfury, Govinda
KilledbyBorella February 15, 2012

tmblake09

Professional

Posts: 560

Location: Las Vegas

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83

Tuesday, June 26th 2012, 7:03pm

Quoted from "Harout123;541153"

This definatly is not a troll thread, its a legitimate idea, we need to fix siege war. The person trolling here is you. I said 500 times in this thread that i was mistaken to say bring back bleeds. What i meant is to fix siege war. I dont understand you people. Only ones in here that are making sense are mike and thebadtouch

Siege war should be more than a 5 minute rush to destroy the other enemy's castle. The castle is your last line of defense, it should certainly be the hardest thing to take down.

They are trying to rebalance it so it is like when the cap was 62 and everything was around that level. There was skill involved, actual tower-taking and holding the middle, and the castle was the last thing you tried. Sieges also lasted half an hour to an hour long, and most people wanted the time for siege extended to two hours.
Draden - Knight/Warrior - Heartless - Reni

84

Tuesday, June 26th 2012, 7:50pm

All those who disagree with me are trolls and are flamers on this thread QQ I wanna bum rush and roflstomp siege in 5 minutes rawrrrR!

/end troll

Heres a few things, in my opinion, that would make siege war enjoyable again.

1) Keep gates immune to DoT's. This is good, no reason why a gate should bleed.
-However, the Dex Scroll from the throne should be able to do damage, as it is a siege weapon itself.
-Bleed icons should show, but the damage from bleeds should show as "0" dmg. This allows rogues to actually execute their rotation on gates.
-If theyre immune to DoT's, then it is only fair, and logical, that they should be immune to HoTs. I am a druid/scout main myself, have been since the end of Chapter 2. I know exactly what this would mean.

2) Siege vehicles/engines, make them playable. Make them mobile. Make them part of siege again.
-Scale them up so that they are immune to crits (all damage is regular damage), immune to bleeds (its a siege vehicle, again, why should it bleed?)
-Figure out a way to make it so they dont get stuck going up/down a small bump for 5 minutes.
-They should be taking reduced damage. They shouldnt be taken out in the first 5-10 seconds they're attacked. 50%-75% damage reduced from whatever the current Siege War damage reduction is. For example, current damage reduction is 50% on players, 50% of that would mean you'd be doing 25% of your total, unreduced damage. This being said....

3) The damage/heal reduction in siege war needs to be implemented. 90% reduction ftw. It is about damn time.
-I think it is unfair to judge siege as it is because that part of the patch was taken out after they realized heals weren't reduced.

4) When gates are taken down, then rebuilt, they should come back as weaker versions. -15% of the original gate's stats.
-Stackable so that each time theyre rebuilt, they come back as -15%, -30%, -45%, and then can't be rebuilt.

*For example, start of siege you pound on the enemy's gate, the original gate has 100% of all its attributes. You take it down, and then you die and they have a chance to rebuild. The gate that they rebuild *on that spot* is rebuilt with 15% less attributes than the original. If you take that particular gate down again and they rebuild it for a 2nd time, the gate that comes up spawns with -30% of the original gate's attributes (they come back up full health, only attributes are reduced). Then, destroy/rebuild again would be -45%, and after that one (the third of the same gate being taken down), the gate cannot be rebuilt.
**Reason for this is that since damage should be reduced, gates immune to bleeds, and hopefully engines needed to take down gates, those who overpower have an easier time getting inside the enemy's castle.

----------------------------
These are just a few ideas to get siege going again. I've been playing since chapter 2, and have been in those sieges where the tower guards need to be kited to cap a tower, I have used siege engines and rode them around ramming people/gates (or atleast, tried to, until they got stuck). I miss those days. The current siege isnt much fun as it is being a 1 shot fest, and it is basically who can get the most kills and interrupt tower capping the best.

Some sieges shouldnt last the whole hour, some should. But *NO* siege should be done in ATLEAST the first 10-15 minutes. It is a CASTLE, it should be HARD to take down a castle gate.

I have played Siege War in lowbie guilds, where they emphasize merit farming, defenses, locking down the middle, bottle-necking bridges so that the opposing guild could not pass.

I have also played in the top guilds in the U.S., where the general mindset is: Bum rush to their gates and take it down as fast as possible and win siege in 6-8 minutes. Thats not fun. When you sign up for siege the night before, expect to go the full hour, regardless if you're PPK, Bteam, Heretic, or just a lowbie guild.

/end Fandreith-like post.

Ravesden, D/S/Wd 80/75/62
Retired. Click siggy for old RoM vids, among other things.

85

Tuesday, June 26th 2012, 8:01pm

Quoted from "Ravesden;541296"

If theyre immune to HoT's, then it is only fair, and logical, that they should be immunte to HoTs. I am a druid/scout main myself, have been since the end of Chapter 2. I know exactly what this would mean.
I assume you mean DoT's and HoT's not HoT's and HoT's?

Quoted from "Ravesden;541296"


2) Siege vehicles/engines, make them playable. Make them mobile. Make them part of siege again.
-Scale them up so that they are immune to crits (all damage is regular damage), immune to bleeds (its a siege vehicle, again, why should it bleed?)
-Figure out a way to make it so they dont get stuck going up/down a small bump for 5 minutes.
-They should be taking reduced damage. They shouldnt be taken out in the first 5-10 seconds they're attacked. 50%-75% damage reduced from whatever the current Siege War damage reduction is. For example, current damage reduction is 50% on players, 50% of that would mean you'd be doing 25% of your total, unreduced damage. This being said....

3) The damage/heal reduction in siege war needs to be implemented. 90% reduction ftw. It is about damn time.
-I think it is unfair to judge siege as it is because that part of the patch was taken out after they realized heals weren't reduced.

4) When gates are taken down, then rebuilt, they should come back as weaker versions. -15% of the original gate's stats.
-Stackable so that each time theyre rebuilt, they come back as -15%, -30%, -45%, and then can't be rebuilt.

*For example, start of siege you pound on the enemy's gate, the original gate has 100% of all its attributes. You take it down, and then you die and they have a chance to rebuild. The gate that they rebuild *on that spot* is rebuilt with 15% less attributes than the original. If you take that particular gate down again and they rebuild it for a 2nd time, the gate that comes up spawns with -30% of the original gate's attributes (they come back up full health, only attributes are reduced). Then, destroy/rebuild again would be -45%, and after that one (the third of the same gate being taken down), the gate cannot be rebuilt.
**Reason for this is that since damage should be reduced, gates immune to bleeds, and hopefully engines needed to take down gates, those who overpower have an easier time getting inside the enemy's castle.

----------------------------
These are just a few ideas to get siege going again. I've been playing since chapter 2, and have been in those sieges where the tower guards need to be kited to cap a tower, I have used siege engines and rode them around ramming people/gates (or atleast, tried to, until they got stuck). I miss those days. The current siege isnt much fun as it is being a 1 shot fest, and it is basically who can get the most kills and interrupt tower capping the best.

Some sieges shouldnt last the whole hour, some should. But *NO* siege should be done in ATLEAST the first 10-15 minutes. It is a CASTLE, it should be HARD to take down a castle gate.

I have played Siege War in lowbie guilds, where they emphasize merit farming, defenses, locking down the middle, bottle-necking bridges so that the opposing guild could not pass.

I have also played in the top guilds in the U.S., where the general mindset is: Bum rush to their gates and take it down as fast as possible and win siege in 6-8 minutes. Thats not fun. When you sign up for siege the night before, expect to go the full hour, regardless if you're PPK, Bteam, Heretic, or just a lowbie guild.

/end Fandreith-like post.

Whee! +1 to good ideas.

86

Tuesday, June 26th 2012, 8:17pm

Quoted from "thebadtouch09;541302"

I assume you mean DoT's and HoT's not HoT's and HoT's?


You know this around the time I wake up. Leave my mistakes alone. *ninja edits*

Ravesden, D/S/Wd 80/75/62
Retired. Click siggy for old RoM vids, among other things.

Malignatus

Master of All I Survey

Posts: 623

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87

Tuesday, June 26th 2012, 8:21pm

Quoted from "Ravesden;541296"

All those who disagree with me are trolls and are flamers on this thread QQ I wanna bum rush and roflstomp siege in 5 minutes rawrrrR!

/end troll

Heres a few things, in my opinion, that would make siege war enjoyable again.

1) Keep gates immune to DoT's. This is good, no reason why a gate should bleed.
-However, the Dex Scroll from the throne should be able to do damage, as it is a siege weapon itself.
-Bleed icons should show, but the damage from bleeds should show as "0" dmg. This allows rogues to actually execute their rotation on gates.
-If theyre immune to HoT's, then it is only fair, and logical, that they should be immunte to HoTs. I am a druid/scout main myself, have been since the end of Chapter 2. I know exactly what this would mean.


The Dex Scroll does a DoT, so gates are immune to it. Toons are *not* immune to it. Perhaps the scroll effect needs to be changed, perhaps.

What's stopping Rogues, or any toon, from executing their rotations? I'm not sure I quite understand.

Gates are immune to HoTs. That started at the beginning of Chapter V.


Quoted

2) Siege vehicles/engines, make them playable. Make them mobile. Make them part of siege again.

Quoted


-Scale them up so that they are immune to crits (all damage is regular damage), immune to bleeds (its a siege vehicle, again, why should it bleed?)
-Figure out a way to make it so they dont get stuck going up/down a small bump for 5 minutes.
-They should be taking reduced damage. They shouldnt be taken out in the first 5-10 seconds they're attacked. 50%-75% damage reduced from whatever the current Siege War damage reduction is. For example, current damage reduction is 50% on players, 50% of that would mean you'd be doing 25% of your total, unreduced damage. This being said....


Let's get this out of the way *naow*--"bleed" is a misnomer and misunderstood term when applied to "non-living" targets in this game. It is a Damage Over Time, period. Having said...

Scale the siege engines up in the same fashion as the Tower Guards were scaled up--level 70 Elites, greatly increased health, take reduced damage from all hits, but not *immune* to crits. (Toss those poor Rogues a bone so they won't QQ more.)


Quoted

3) The damage/heal reduction in siege war needs to be implemented. 90% reduction ftw. It is about damn time.

Quoted

-I think it is unfair to judge siege as it is because that part of the patch was taken out after they realized heals weren't reduced.


Some people have selective memories. Healers were already nerfed for healing gates in Siege back in Chapter III because players were screaming that it was impossible (then) to take down gates if an equally-geared and skilled Priest or Druid was healing a gate while it was being attacked. And, so began the rise of the Scouts', Rogues', and Warriors' abilities to crush gates in ~ 5 minutes with their DoT attacks. (Prior to Chapter V, I've been in post Chapter II sieges where two very competent healers, plus myself as a mediocre healer, were unable to keep a gate from going down due to massed DoTs on it.)


Quoted

4) When gates are taken down, then rebuilt, they should come back as weaker versions. -15% of the original gate's stats.

Quoted


-Stackable so that each time theyre rebuilt, they come back as -15%, -30%, -45%, and then can't be rebuilt.


*For example, start of siege you pound on the enemy's gate, the original gate has 100% of all its attributes. You take it down, and then you die and they have a chance to rebuild. The gate that they rebuild *on that spot* is rebuilt with 15% less attributes than the original. If you take that particular gate down again and they rebuild it for a 2nd time, the gate that comes up spawns with -30% of the original gate's attributes (they come back up full health, only attributes are reduced). Then, destroy/rebuild again would be -45%, and after that one (the third of the same gate being taken down), the gate cannot be rebuilt.
**Reason for this is that since damage should be reduced, gates immune to bleeds, and hopefully engines needed to take down gates, those who overpower have an easier time getting inside the enemy's castle.


No. It's hard enough to gather enough merits to rebuild a gate when you're *already* barricaded inside your castle, and the Mongol Horde has gathered outside the gate that's just gone down, slavering to rip out your collective throats.

88

Tuesday, June 26th 2012, 8:51pm

Quoted from "Malignatus;541309"


What's stopping Rogues, or any toon, from executing their rotations? I'm not sure I quite understand.

SS bleed (or any other skill substituted bleed)>Low Blow>wound attack. Not possible since bleed (or, since you're so technical, DoT icons) don't show.

Quoted

Gates are immune to HoTs. That started at the beginning of Chapter V.

You sure? I remember putting hots on gates. I must be smoking something then.

Quoted

Let's get this out of the way *naow*--"bleed" is a misnomer and misunderstood term when applied to "non-living" targets in this game. It is a Damage Over Time, period. Having said...

No sh!t.

Quoted

Scale the siege engines up in the same fashion as the Tower Guards were scaled up--level 70 Elites, greatly increased health, take reduced damage from all hits, but not *immune* to crits. (Toss those poor Rogues a bone so they won't QQ more.)

No, that does too little. If they scale up siege engines as they did guards, all they would do is scale the lvl (which is what they did to guards. I can easily solo all tower guards in less than 15 seconds-and Im a healer. Rogues also arent the only ones who crit btw. Your solution wouldnt be much of an improvement at all, the only noticeable difference would be that siege engines show as "level 72."

Quoted

Some people have selective memories. Healers were already nerfed for healing gates in Siege back in Chapter III because players were screaming that it was impossible (then) to take down gates if an equally-geared and skilled Priest or Druid was healing a gate while it was being attacked. And, so began the rise of the Scouts', Rogues', and Warriors' abilities to crush gates in ~ 5 minutes with their DoT attacks. (Prior to Chapter V, I've been in post Chapter II sieges where two very competent healers, plus myself as a mediocre healer, were unable to keep a gate from going down due to massed DoTs on it.)
And as it currently is, I alone can keep a gate up versus a whole guild pounding on the gate, +tornado, +scrolls.

Quoted

No. It's hard enough to gather enough merits to rebuild a gate when you're *already* barricaded inside your castle, and the Mongol Horde has gathered outside the gate that's just gone down, slavering to rip out your collective throats.

If you're barricaded inside your own castle then that means the opposing guild simply outgears/outplays/overpowers you. If you can't farm enough merits to rebuild a gate (20 merits and 200 crystals), then you deserve to lose and not waste each other's time.

Ravesden, D/S/Wd 80/75/62
Retired. Click siggy for old RoM vids, among other things.

89

Tuesday, June 26th 2012, 8:59pm

Quoted from "Ravesden;541307"

You know this around the time I wake up. Leave my mistakes alone. *ninja edits*


Aren't the already immune to hots? Coulda sworn hots weren't working lasttime I tried, but I could be wrong XD.
Borella - 100 W/M/S/R/P/K
VVV
If you play P/K in instances you're garbage


90

Tuesday, June 26th 2012, 9:03pm

Quoted from "Borella;541315"

Aren't the already immune to hots? Coulda sworn hots weren't working lasttime I tried, but I could be wrong XD.


Everyone knows I dont heal anyone/anything but myself in siege, how should I know? ;)

Ravesden, D/S/Wd 80/75/62
Retired. Click siggy for old RoM vids, among other things.

91

Tuesday, June 26th 2012, 9:07pm

Quoted from "Ravesden;541318"

Everyone knows I dont heal anyone/anything but myself in siege, how should I know? ;)


See, but you tend to heal more than I do. :P So you'd think maybe.. just maybe.. XD
Borella - 100 W/M/S/R/P/K
VVV
If you play P/K in instances you're garbage


92

Tuesday, June 26th 2012, 9:11pm

Quoted from "Borella;541319"

See, but you tend to heal more than I do. :P So you'd think maybe.. just maybe.. XD


I know, right? Surely 13.5mil healing a couple sieges ago wasnt all on just myself, especially not with 16.5mil worth of damage taken...

Back on topic! o.o

Ravesden, D/S/Wd 80/75/62
Retired. Click siggy for old RoM vids, among other things.

93

Tuesday, June 26th 2012, 9:14pm

Quoted from "Ravesden;541320"

I know, right? Surely 13.5mil healing a couple sieges ago wasnt all on just myself, especially not with 16.5mil worth of damage taken...

Back on topic! o.o


Weell, there's always that one siege I did nothing but stand in the castle and swap gear, heal, swap gear, heal, swap gear, heal all siege. :o

Yeah back on topic XD
Borella - 100 W/M/S/R/P/K
VVV
If you play P/K in instances you're garbage


Malignatus

Master of All I Survey

Posts: 623

Location: The Land of Confusion

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94

Tuesday, June 26th 2012, 10:00pm

Quoted from "Ravesden;541313"

SS bleed (or any other skill substituted bleed)>Low Blow>wound attack. Not possible since bleed (or, since you're so technical, DoT icons) don't show.


Again, how so? Does this mean that the *initial* and base damage for the skills don't work? Or are you simply locked onto the missing DoT damage?


Quoted

You sure? I remember putting hots on gates. I must be smoking something then.


I'm quite sure. If I cast Regeneration on a gate, the return is now "Miss", rather than a HoT value.


Quoted

No, that does too little. If they scale up siege engines as they did guards, all they would do is scale the lvl (which is what they did to guards. I can easily solo all tower guards in less than 15 seconds-and Im a healer. Rogues also arent the only ones who crit btw. Your solution wouldnt be much of an improvement at all, the only noticeable difference would be that siege engines show as "level 72."


Apparently, you missed where I said "greatly increased health". As in give the siege engines more health.


Quoted

And as it currently is, I alone can keep a gate up versus a whole guild pounding on the gate, +tornado, +scrolls.


Our guild has managed it, and there are healers which are far better than I am (undergeared/stated P/S.) But if there's enough support troops attacking the gates via DPS, Mages casting T-Storm beyond or above the gate, Flame/Electric towers interrupting heals, Sea Washed Stones placed at the gate, and so on, then two or three good healers will have a difficult, if not impossible time keeping the gate healed when the Herald does Tornado, and perhaps a couple of others use scrolls to do even more damage. It *can* be done--I've seen it myself. Oh, and toss a couple-three Dual Catapults into the mix, with toons available to "protect" them. Yes, if you're outnumbered 36-20 and the other guild works together, your gate *will* go down.



Quoted

If you're barricaded inside your own castle then that means the opposing guild simply outgears/outplays/overpowers you. If you can't farm enough merits to rebuild a gate (20 merits and 200 crystals), then you deserve to lose and not waste each other's time.


See the example directly above. When there are 10+ opponents on the other side of the now-destroyed gate, *you* tell *me* how the gate is to be rebuilt, even with your proposed "reduction".

And don't give me that "you deserve to lose" garbage. I'm not a quitter, I don't like quitters, and when a guild with 3500+ more points than mine is our opponent and outnumbers us as above, I'll still fight as long as it takes. And in the example above, they finally did get into the castle, but were unable to get into the main keep and the Honor Crystal. Strategic loss, tactical and moral win. Sadly, we didn't get any rewards that night due to the recurring bug. In that respect, we "deserved" to get those rewards, not that I think you'd agree.

95

Tuesday, June 26th 2012, 10:08pm

Quoted from "Malignatus;541330"

Again, how so? Does this mean that the *initial* and base damage for the skills don't work? Or are you simply locked onto the missing DoT damage?

Wound Attack hits 3 times if there is the SS/Low Blow bleed on the target. If those icons don't at least show up, wound attack doesn't hit 3 times, it instead only hits once, which makes it completely useless. The icons need to at least show up on a gate, even if they tick for 0 damage.




I'm quite sure. If I cast Regeneration on a gate, the return is now "Miss", rather than a HoT value.

True. HoT's no longer work on gates.




Apparently, you missed where I said "greatly increased health". As in give the siege engines more health.

Increasing health wouldn't do much. You'd have to increase the defense too. HP is just empty HP that would die just as quickly.



Our guild has managed it, and there are healers which are far better than I am (undergeared/stated P/S.) But if there's enough support troops attacking the gates via DPS, Mages casting T-Storm beyond or above the gate, Flame/Electric towers interrupting heals, Sea Washed Stones placed at the gate, and so on, then two or three good healers will have a difficult, if not impossible time keeping the gate healed when the Herald does Tornado, and perhaps a couple of others use scrolls to do even more damage. It *can* be done--I've seen it myself. Oh, and toss a couple-three Dual Catapults into the mix, with toons available to "protect" them. Yes, if you're outnumbered 36-20 and the other guild works together, your gate *will* go down.

Nourishnourishnourish, it's an OP ass skill.





See the example directly above. When there are 10+ opponents on the other side of the now-destroyed gate, *you* tell *me* how the gate is to be rebuilt, even with your proposed "reduction".

And don't give me that "you deserve to lose" garbage. I'm not a quitter, I don't like quitters, and when a guild with 3500+ more points than mine is our opponent and outnumbers us as above, I'll still fight as long as it takes. And in the example above, they finally did get into the castle, but were unable to get into the main keep and the Honor Crystal. Strategic loss, tactical and moral win. Sadly, we didn't get any rewards that night due to the recurring bug. In that respect, we "deserved" to get those rewards, not that I think you'd agree.


Responses in ​Bold
Borella - 100 W/M/S/R/P/K
VVV
If you play P/K in instances you're garbage


96

Tuesday, June 26th 2012, 10:33pm

Quoted from "Malignatus;541330"

Again, how so? Does this mean that the *initial* and base damage for the skills don't work? Or are you simply locked onto the missing DoT damage?

http://www.runesdatabase.com/skill/490313/wound-attack
No grievous wound=no bonus dmg from Wound Attack. If rogues wish to use their rotation on gates, they should be able to do so without penalty.

Quoted

Apparently, you missed where I said "greatly increased health". As in give the siege engines more health.

You tell me the difference between 200k health and 400k health when players CRIT for 150-300k+. Not much at all. As many knights, w/wd's, P/K's will tell you-health is an empty stat. There is no damage mitigation in health. Making them immune to crits, along with my other suggestions, will make them more durable and useful in siege.


Quoted

Our guild has managed it, and there are healers which are far better than I am (undergeared/stated P/S.) But if there's enough support troops attacking the gates via DPS, Mages casting T-Storm beyond or above the gate, Flame/Electric towers interrupting heals, Sea Washed Stones placed at the gate, and so on, then two or three good healers will have a difficult, if not impossible time keeping the gate healed when the Herald does Tornado, and perhaps a couple of others use scrolls to do even more damage. It *can* be done--I've seen it myself. Oh, and toss a couple-three Dual Catapults into the mix, with toons available to "protect" them. Yes, if you're outnumbered 36-20 and the other guild works together, your gate *will* go down.

Dual Catapults are easily disposed of, even by an undergeared rogue. And how are you going to fend off an end game druid, 1 second Restore Life casts, critting every single one of those casts, reducing tornado's effectiveness by 60%, along with Nourish (gate heals 15%) to back me up every 15 seconds? As I stated previously, get me on a gate, and I can stop *a whole guild* from taking down *that gate* **by myself.** I have done it multiple times before AND after the new siege implementations, against the best sieging guilds in the US. The only way they get in, is if they attack a gate I'm not at. This shouldn't happen.

Quoted

See the example directly above. When there are 10+ opponents on the other side of the now-destroyed gate, *you* tell *me* how the gate is to be rebuilt, even with your proposed "reduction".

And don't give me that "you deserve to lose" garbage. I'm not a quitter, I don't like quitters, and when a guild with 3500+ more points than mine is our opponent and outnumbers us as above, I'll still fight as long as it takes. And in the example above, they finally did get into the castle, but were unable to get into the main keep and the Honor Crystal. Strategic loss, tactical and moral win.

If your guild cant push out the enemy opposition when their respawn is across the map, then you are being outgeared/outplayed. If you can't get a rogue to go in hide and build the gate back up, then yes, you deserve to lose. A loss is a loss, no matter what angle you approach it from. The end result is the same-you're farmed every time you jump out your rez point. At that point, the opposing guild should be given the credit of reduced gates,

Quoted

Sadly, we didn't get any rewards that night due to the recurring bug. In that respect, we "deserved" to get those rewards, not that I think you'd agree.

And here again, you're wrong. Everyone deserves siege rewards for participating. Although I do believe toons that afk in the throne room don't deserve jack squat.

Ravesden, D/S/Wd 80/75/62
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97

Tuesday, June 26th 2012, 10:45pm

Quoted from "Ravesden;541338"

http://www.runesdatabase.com/skill/490313/wound-attack
No grievous wound=no bonus dmg from Wound Attack. If rogues wish to use their rotation on gates, they should be able to do so without penalty.


You tell me the difference between 200k health and 400k health when players CRIT for 150-300k+. Not much at all. As many knights, w/wd's, P/K's will tell you-health is an empty stat. There is no damage mitigation in health. Making them immune to crits, along with my other suggestions, will make them more durable and useful in siege.



Dual Catapults are easily disposed of, even by an undergeared rogue. And how are you going to fend off an end game druid, 1 second Restore Life casts, critting every single one of those casts, reducing tornado's effectiveness by 60%, along with Nourish (gate heals 15%) to back me up every 15 seconds? As I stated previously, get me on a gate, and I can stop *a whole guild* from taking down *that gate* **by myself.** I have done it multiple times before AND after the new siege implementations, against the best sieging guilds in the US. The only way they get in, is if they attack a gate I'm not at. This shouldn't happen.


If your guild cant push out the enemy opposition when their respawn is across the map, then you are being outgeared/outplayed. If you can't get a rogue to go in hide and build the gate back up, then yes, you deserve to lose. A loss is a loss, no matter what angle you approach it from. The end result is the same-you're farmed every time you jump out your rez point. At that point, the opposing guild should be given the credit of reduced gates,

And here again, you're wrong. Everyone deserves siege rewards for participating. Although I do believe toons that afk in the throne room don't deserve jack squat.



100% correct on everything said here. Its true, with this new patch Raves can outheal a whole guild,even the best at it, by himself. Which is my problem here, i want this to be fixed. And yea dude if u cant push a guild out when their spawn point is across the whole map, then your being outnumbered or geared and they are obviously better then you. And if you cant get a rogue to hide and fix a gate, i really dont know what to say to that, its just so easy.
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98

Tuesday, June 26th 2012, 10:47pm

Quoted from "Ravesden;541338"


Dual Catapults are easily disposed of, even by an undergeared rogue. And how are you going to fend off an end game druid, 1 second Restore Life casts, critting every single one of those casts, along with Nourish to back me up every 15 seconds? As I stated previously, get me on a gate, and I can stop *a whole guild* from taking down *that gate* **by myself.** I have done it multiple times before AND after the new siege implementations, against the best sieging guilds in the US. The only way they get in, is if they attack a gate I'm not at. This shouldn't happen.


If your guild cant push out the enemy opposition when their respawn is across the map, then you are being outgeared/outplayed. If you can't get a rogue to go in hide and build the gate back up, then yes, you deserve to lose. A loss is a loss, no matter what angle you approach it from. The end result is the same-you're farmed every time you jump out your rez point. At that point, the opposing guild should be given the credit of reduced gates,

And here again, you're wrong. Everyone deserves siege rewards for participating. Although I do believe toons that afk in the throne room don't deserve jack squat.


The only way to take a gate down without notice is a combination of a well placed tornado (which if you don't get off in the first few minutes is canceled by lightning towers, I don't really understand why it goes on CD if it's canceled by a tower tbh, killed by a person while casting is understandable, but lightning tower?) and multiple scrolls, also I don't know why they honestly took bleeds out on buildings any decently geared priest could outheal the bleeds/damage on buildings easily, the only reason that I play as rogue right now is still that I haven't gotten all my TP I still need on Wd, but everything that Raves is saying is pretty accurate.

Though there's one exception to things that you've said and that is about pushing the opposition, if they have one really well geared Priest/Druid they can constantly revive their members which in siege is sorta eh, it's more useful at towers but I don't understand why that and soulbond and certain CS items are a part of siege, in other games that wouldn't fly.

*pops a pheonix's redemption* Look Maw I'm a 400k hp rogue!

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99

Wednesday, June 27th 2012, 3:19pm

Uh wtb Linc healing me over anyone in our guild. Sorry Raves, but jumping around and watching everyone die is just too pro ;).

Pretty simple way to get around getting hit by lightening towers. Pop any magic immune you have and then pop tornado. Don't see what the issue is there. And no offense but getting two more attacks from WA on a seige gate doesn't do jack for dmg. Wow, I am missing out on two more 1k hits................... BFD!!!

All this QQ, because before it was SOOOOO easy to take down a gate and now you actually have to work a bit harder to do so. Have yet to see any healer to heal up a gate through a tornado and scrolls. And yes draco, that's how you have to take down a gate and yes it takes time to farm scrolls and yes they have cool downs. I still don't see what the issue is. This is how you take down a gate until they improve siege weapons, deal with it and use it as an opportunity to improve how well you work together as a guild. I know Heretic well and I know that if anything takes too much time they get frustrated and then just quit. Break from this mentality Draco and come play more with XG. :D

100

Wednesday, June 27th 2012, 6:13pm

Quoted from "brogue;541547"

Uh wtb Linc healing me over anyone in our guild.


:( Imma go cry in the corner now.
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