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41

Thursday, October 30th 2014, 6:32pm

Well Cloak, HELLO!!!!! and come play with us in Disturbed when you come back!!! we will have fun with you and Sperlie loll, see ya later and this adjustement to siege is just awesome!!!!!

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42

Thursday, October 30th 2014, 6:33pm

Imo, beefed up siege engines and buildings were greatly needed. It also makes buildings immune to Wd/S abusing chiron for the most part, short of a very patient Wd/S and a guild that really really doesn't pay attention. I'm looking forward to epic siege engine battles, though I wish they'd make siege engines easier to aim and drive. Imo, siege was designed to be a mix of siege engines and PvP. If they weren't designed for siege engines, there wouldn't be so many of them. And so far, they still seem to be slow at killing players, so it'll still come down to players fighting each other.

Only issue I can see is the guild guard leader and honor guard, which I think went over the roof. If there are any opponent players defending a tower with guards, that tower will pretty much be invincible because you can't fight a KBNH level boss in siege gear while fighting players (unless you WAY outgear the opponent). Although this would even out the field a little bit more, because a 1k guild fiercely defending tower guards could probably tie against a 2k point guild now.
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43

Thursday, October 30th 2014, 6:37pm

Well Cloak, HELLO!!!!! and come play with us in Disturbed when you come back!!! we will have fun with you and Sperlie loll, see ya later and this adjustement to siege is just awesome!!!!!


I'll probably be reduced to driving a ram since I'm still 82 lol. I cant wait to give it a shot. From the looks of Bb's video, siege engines don't go nuts when driving over bridges anymore which is a definate plus.

@Ruisen i didnt think about it but that is a good point about not having to worry about chiron anymore.
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This post has been edited 2 times, last edit by "Rukifellth2792" (Oct 30th 2014, 6:44pm)


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44

Thursday, October 30th 2014, 10:30pm

Or, be worried too much about the few rogues that still shadow step into your castle..well, I still worry about them, but not so much now.
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45

Thursday, October 30th 2014, 10:53pm

The home balloons being level beefed was VERY disappointing as it pretty much makes siege war ultra boring for lower level players. Park on a tower is about your only option unless you're a low level high DPS class (Mage, Rogue, Warrior) and can burn a balloon.


Home balloons didn't get buffed in this patch, same hp and same level 50 as they were before. Only the mid ones got buffed.

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46

Thursday, October 30th 2014, 11:17pm

they used to be lvl 40 iirc


but then again, never paid much attention, cuz they were always a 1 shot...
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47

Thursday, October 30th 2014, 11:34pm

they used to be lvl 40 iirc


but then again, never paid much attention, cuz they were always a 1 shot...

Correct. Home balloons used to be level 40. They're now level 50 and pack a bit heavier punch.

EDIT: I also believe they used to have less than 10,000 HP.

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48

Friday, October 31st 2014, 12:09am

I thought they had 10k hp before the change last I checked? They still have that much, so if that was unintentional, then it needs fixed. Though I don't get the point of making the home balloons stronger. It limits how much lower levels can help during siege. I don't mind the mid balloons being buffed, but the home ones shouldn't have been buffed imho. Just put the home balloons back to lvl 40.
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49

Friday, October 31st 2014, 12:44am

Overall, I like the new changes. However, if they keep matching us up against RTP and PPK, I don't see us doing SW all that often.
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50

Friday, October 31st 2014, 4:44am

The Guard Leader's HP is WAY TO HIGH: for a siege, and were did they come up with the ODD-BALL number of 27 mil xp, I could except 20 mil,..BUT most guild's left on smaller server's don't have enough ppl; or resource's to deal with this, And white hit's should be %/hp based from guards.

did you farm merits to get siege engines? those hit guards for % based HP.
I watched the guard wreck several upgraded siege engines in seconds like the siege engines are made of paper lol. Although the siege engines took awhile to kill with a group of players, so that was nice. Looking forward to group battle between several siege engines.

I hope they'll make siege engines easier to use though. The siege engine rubberbanded like 30 times from the home tower to a mid tower. It feels like it kept sinking into the ground then rubberbanding back up whenever it moves. And its also hard to aim at anything that moves, though that might be due to lag on my part.
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51

Friday, October 31st 2014, 9:46pm

Overall, I like the new changes. However, if they keep matching us up against RTP and PPK, I don't see us doing SW all that often.
Lol, so much love! :D But yes, I also haven't really been able to test the new siege war much, as the last 2-3 nights haven't resulted in any very close match-ups yet.
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52

Friday, October 31st 2014, 11:02pm

I like the changes. Now instead of just "send out toon X to clear everything" or having a rogue cleaning out the towers everyone has to work in teams. there are actual battles that take place and strategy is needed in order to win or tie.

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53

Saturday, November 1st 2014, 3:46am

Only issue with OP guards from what I've seen so far is that sieges becomes "Lets just farm merits, defend and sit beside our guards and wait for the opponent to show up" <- opponent doing the same thing.
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This post has been edited 1 times, last edit by "ruisen2000" (Nov 1st 2014, 3:54am)


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54

Saturday, November 1st 2014, 5:18am

Still haven't had a well matched siege to be able to see how things would be played D: But so far, the non-well matched up sieges are basically the exact same.

Other then you know pull the guard from the tower to cap rather killing it which I find quite boring.
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55

Saturday, November 1st 2014, 6:24am

Still haven't had a well matched siege to be able to see how things would be played D: But so far, the non-well matched up sieges are basically the exact same.

Other then you know pull the guard from the tower to cap rather killing it which I find quite boring.
At the point range I siege in, guards can 2-3 shot most people (their white attack hits me for 70k... even BethN bosses hit me for less >.<). With people defending, you'd probably be dead before you can pull the guard anywhere lol. Heck, even with nobody defending I've watched the guard solo an entire guild and their siege engines after rooting and killing the kiter.
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This post has been edited 3 times, last edit by "ruisen2000" (Nov 1st 2014, 6:37am)


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56

Sunday, November 2nd 2014, 12:08am

I don't think the guards were too buffed at all for their damage.... I was doing pretty well surviving them until the other team started putting upgraded flames down and i was getting feared left and right. ;)That siege was definitely the most fun I've had in siege in a while. One suggestion though.... Please don't let guards be pulled away from their towers by the balloons floating around. xD
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57

Wednesday, November 5th 2014, 8:58pm

Still haven't had a well matched siege to be able to see how things would be played D: But so far, the non-well matched up sieges are basically the exact same.

Other then you know pull the guard from the tower to cap rather killing it which I find quite boring.
I don't think you will get to find a close matched siege anytime soon unless you lose half your members sadly.

New siege is interesting, but it makes the gap between strong guilds and weak guilds even bigger. Now if you face a guild weaker then you, just take towers. Have 1 person on it and well they can never take it back unless they send all their guild to 1 tower. So now sieges become you at their base whole time as they are locked inside where before they could try to ninja cap, or farm guards to get more merits.

Sieges where you are even matched are more fun, as it becomes more about what guild has the better team work/ plan.

I wonder if this is the only changes to siege for a long time or if more are coming soon.

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58

Wednesday, November 5th 2014, 11:30pm

I guess that's the beauty of playing multiple servers, cause the last two night I was able to have enjoyable siege wars in a guild people actually show up to fight against :D

Like I said before, I like and dislike some things about this siege war changes, but change is good none the less.

As for the guards making it harder to face hard guild, I don't believe that is try, because ninja capping is still super easy with guard pulls or fearless, and if you stand by your guards early and fight WITH them, you have a much better chance to hold off a harder guild then you use to before ;p
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59

Thursday, November 6th 2014, 5:13pm

This thread surprises me how many are in for support of the new siege/guard changes and Im surprised at RoM putting this upgrade of the guards in before a toon level increase, its slowly breaking my guild... one of my guildmates said, it Might have been ok if toons level had been raised before or at the same time

it used to be some what fair, if you were outgear'd or out numbered you still had a chance, heck even myself as a healpriest could take a tower, I cannot take a tower now, if the enemy sets up to guard lure I cannot hit a guard with a catupult to protect my gates it will kill me and I cannot tank it for my guild either and I cannot heal the gates of the damage

this is bad, very bad with so many things broke in siege, the enemy hitting us thro the gates, guards being lured... why would RoM think this is good? It Fixes Nothing, adds Nothing To Fairness....
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60

Thursday, November 6th 2014, 5:20pm

Actually, it feels like it's more evened out now. And about the guards being lured to gates... I think that should be fixed. At the very least make using it bannable or if it already is bannable, then ban everyone that does it intentionally.
Reni
Mithras
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If you want to contact me quickly and efficiently, try the US IRC channel.
No, I don't know everything. I just use my knowledge to form educated guesses
And I listen when others say I am wrong in order to learn.