I'm only really familiar with the situation on valk but it sounds like ymir is basically in the same situation.
The woe balance situation on both servers is less about renewal than simply the the guild situation. Both servers were very polarized into two major alliances, and anyone interested in a serious, hardcore siege would pile into one of those two sides. One side falls out and no longer participates in siege, and the server is left with one guild that is so much stronger than all the guilds that they command control over the entire servers castles. Their members won't be satisfied without fighting in siege, so they will actively search out opponents, which is pretty one sided.
I don't think anything gravity does with number of forts available, treasures, level limits, or special rules will really change that fact. These guilds will go wherever there are people to fight. Limiting guild size, even blocking alliances still won't prevent people from working together. They don't gain anything by fighting each other. A real solution would be one that fixes these issues, and encourages guilds to size down and compete against each other.
As for balance in siege, the following are things that might warant some investigation.
- Clashing on it's own won't kill players that are well geared, but Gloomy Shyness increasing clashing damage by 3 times is overly excessive. Gloomy Shyness probably shouldn't increase damage by this much, maybe 1.5x-2x would be ok.
- Locking skills, like White Imprison and Manhole have some issues I think. From a balance perspective, they probably shouldn't be able to re-cast before the player is released. For example, manhole can be continually recast on a target to prevent them from doing anything without alt-F4'ing the client. Last siege we kept a guild leader locked down for 7 minutes. It should probably have a cooldown longer than it lasts on players.
- Shadow Formation having no cast time and no cooldown makes shadow chaser almost stupidly hard to kill. As funny as it is to watch a shadow chaser kill a guild that's trying to take it down, it probably could use some balancing. It should probably have some kind of cooldown, even if it was just 5-10 seconds.
- Genetic Skills, particularly cart cannon, has no fixed cast time at all. That means with a mjolnir and reasonable dex they can instant cast the skill, and spam it at attack speed. I thought renewal was supposed to prevent instant cast from being obtainable. Cart Cannon is strong on it's own but instant cast cart cannon is pretty stupid. It should probably have a 0.5s-1s fixed portion to it's 3s cast time.
- Dragon Breath and Cart Cannon aren't properly reduced by damage reduction. They both ignore cranial and garment reduction, possibly even bypassing siege reduction. The only way to lower dragon breath damage is to wear fire armor, which isn't really feasible.
- Some other skills don't apply players defense properly. Acid Bomb for example says it's reduced by defense and magic defense, but it works differently in practice than the description says. If a player has 200+100 defense and 50+100 magic defense, acid bomb hits for 450 less damage, subtracting the total physical and magical defense from the total damage dealt, rather than lowering the damage correctly like you would expect. There's a few skills that apply defense incorrectly in this fashion, including cart cannon.
Edited by Doddler, 31 October 2010 - 07:15 PM.