Here's a couple suggestions, from both an attacking and defending point of view:
1. Create a safe zone in the spawn for ~30m and prevent any siege from being deployed anywhere near the spawn point (50m, maybe more). Likewise, prevent any catapults/cannons from being fired towards the spawn point (Just reflect the damage back like the statues do)
2. Create a limit on deploy-able siege equipment as well as reducing their damage dealt, I guess the numbers could be fine-tuned but here's what I think would be reasonable for a large scale battle:
- 5 Barricade Limit - Same amount of health
- 2-3 Cannon Limit - 5000 Damage
- 1-2 Catapult Limit - 20000 Damage
- 5-8 Battering Ram Limit (If these are limited the walls HP might need to be decreased to compensate)
- 2-3 Crossbow Limit - 10000 Damage
- 3-4 Singijeon Limit - 2000 Damage - Applies a "Pinned" status effect which roots for ~3 seconds. Affects Diminishing Returns.
- 3-4 Mortar Limit - 0 Damage. Applies status effects.
- Statues should not be limited
- Cannons should definitely not be one shotting players with their given fire rate and radius.
- On the contrary, Catapults are heavy, slow-firing siege weapons and should be treated as such. I feel as if 20K damage is reasonable for their fire rate.
- Crossbows have a pretty fast fire rate, but a very limited blast radius. As such, they should be around 10K because they are easy to dodge.
- Singijeons need some love, however. I feel like everything a Singijeon can do right now, a Cannon can do better. They should have some kind of effect which would make them valuable in the battlefield. I came up with a root which diminishes over time (To prevent root spamming), but I'm sure there are better ideas out there from the community.
3. Defense Stone Statue should be renamed to Support Statue or War Statue, something along the lines of that. Right now, the name implies that it would defend players when it provides a movement/attack buff instead, and it is causing unnecessary confusion.
4. Allow the guild's siege equipment to be destroyed upon command. If there is going to be a limit on siege equipment, as there should be, it is important that we have the option to destroy and rebuild at a different position.
5. This might be out of the reach of developers for awhile since it involves completely overhauling the woe map, but they should consider revamping the Ruins of Beholder/Barracks area to be located below the first gate and contain a Warmaster in each area. Killing said warmaster would grant the guild buffs that they could use to push the defending teams.
- Destroying the Warmaster at Barracks: 20% increased Siege Damage & (50% increased Ram Damage maybe?)
- Destroying the Warmaster at Ruins of Beholder: Doubles the capacity of deploy-able siege equipment.
The main reason I would like to see this implemented is to create a wider set of choices attacking guilds could make against the defender. Instead of pushing at a choke or knocking on a door for an hour, a guild could consider grabbing these buffs to enhance their assault. This would in turn make it harder on the defense, which is absolutely needed right now, which leads to the next suggestion..
6. WoE should last much longer. On kRO2 right now it lasts for about 3 hours. I think this may be a little too long, something along the lines of 2 hours would be perfect for an event like this. I know it's still in testing phase, but this should still be considered and implemented during the testing phase to see how it works out for the server. This would probably conflict with Colosseum times, so times would have to be adjusted.
As of right now with the time allowed, it is EXTREMELY difficult for an opposing guild to take down 2 walls and an Emperium within an hour, especially with heavy resistance. When Collision did it, we had the assistance of Ice, with absolutely NO resistance. As we held the 2 chokes leading up to the first gate, we both combined our rams and BARELY made it in the time allowed (~5 minutes to spare). That's two guilds teaming up to take down around ~60 million health worth of defenses, without even dealing with opposing cannon fire or barricades. No matter what people say, it IS overtuned for the time allowed, which is why I think it should be 2 hours. Please consider this, or else you're gonna see the same guild defending for a very long time.
7. Please allow the defending guild to be able to warp through their own gates. I noticed you can talk to the gates, but nothing even happens when you click on them. I'm sure something was trying to be implemented here, but it just didn't make it through.
8. Allow some type of alliance system to be implemented. This would help attacking guilds ALOT more than defending guilds. As of right now, it's very easy for two allied defending guilds to completely ignore each other and hold their own choke, as opposed to two allied attacking guilds trying to hit the same thing and blowing themselves up. This also causes WAY too much confusion. We sometimes have to walk straight up to random siege and ask them to identify themselves before we attack. That's completely unnecessary and should be fixed with an alliance system.
This is all I can think of right now, I can add more when I think of anything else.
Edited by Fold, 14 July 2013 - 12:10 PM.