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.
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
)
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
I assume you mean DoT's and HoT's not HoT's and HoT's?
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.
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.
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.
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....
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.
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.
Quoted from "Malignatus;541309"
What's stopping Rogues, or any toon, from executing their rotations? I'm not sure I quite understand.
Quoted
Gates are immune to HoTs. That started at the beginning of Chapter V.
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...
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.)
And as it currently is, I alone can keep a gate up versus a whole guild pounding on the gate, +tornado, +scrolls.
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.)
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.
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
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.
Quoted
You sure? I remember putting hots on gates. I must be smoking something then.
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."
Quoted
And as it currently is, I alone can keep a gate up versus a whole guild pounding on the gate, +tornado, +scrolls.
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.
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.
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?
Quoted
Apparently, you missed where I said "greatly increased health". As in give the siege engines more health.
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.
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.
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.
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.
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.
.