Keep Sieging Poll
Had this poll in the newsletter for February, but worth also posting here to increase the range of feedback and thoughts
Many options/choices, but pick what you feel best is your fav part of keep fights.
Many options/choices, but pick what you feel best is your fav part of keep fights.
- What is your favorite part of keep sieges?48 votes
- All points of defense12.50%
- All points of attacking  2.08%
- Running siege (rams, trebs, cats, etc)  2.08%
- Courtyard battles22.92%
- Lord room/balcony defense  6.25%
- Lord room/balcony offense  2.08%
- Roof fights  2.08%
- All of the above39.58%
- I don't take part in keep sieges10.42%
DAoC Community Lead
Broadsword Online Games
Broadsword Online Games
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https://divoxutils.com/users/user_2ZTPHy8tjVF9LWMgujSZfCY9Mos/characters
Symfriar (Friar duh)
Symsorc (Double duh)
Sympets (Theurg)
Symmond (Arms)
Some random mids and hibs
Da fly family - 4501 4502 4503 4504 4505 4506 4508 4509
Da spider family - 441 442 443 444 445 447
Ywain 1 Mid - Carlingford Hib - Tullamore Alb - Dalton
https://divoxutils.com/user-characters
Stealth archtypes are the only ones who should retain access to climb walls.
That being said, as a heavy I find myself generally avoiding siege unless I'm in a caster group due to having nearly no utility/purpose whatsoever.
Also due to the limited number of bank/bag slots and the amount of items that cannot be vaulted I'm not in a position to fill my bank with siege apparatuses either.
So I generally avoid keep siege altogether unless I'm in a ranged dps group that has an opportunity to actually earn rps.
I recall spending nearly 1.5 hours one afternoon defending an Albion keep from Herorius. I may have earned 3-4 total kills in that duration due to not being in a ranged dps group. After the siege was over and the keep was captured I earned roughly 15-20k total rps. I haven't had a desire to defend nor attack since (I believe I also spoke with you in game when this occurred as well @Carol_Broadsword ).
Just my two cents.
https://www.granks.com/daoc/signature/char/e7I0A3ruDmc.jpg
https://www.granks.com/daoc/signature/char/IY0C9fELOGQ.jpg
This is something brought up in the siege podcast a while back, as i recall most people agreed that it would be a good change. In regards to oil hookpoints above climb points, I'm not sure, it wouldnt affect the tanks too much anyway but on the flip side might make healers and casters reposition to avoid that.
https://www.daocutils.com/chimp/silenttspeed
https://www.twitch.tv/eaogrim
- So much healing everywhere.
- Depending on your character, you may have little to no options.
- Rams tend to be boring/deathtraps
- Siege equipment seems to mostly be siege rams and siege towers - I rarely see other things used.
Some possible suggestions...
- Open more avenues of attack - more scalable options, more breakable doors.
- More avenues of defense as well - sigh lines, murder holes.
- Magical defense items like say... Mana/stamina regen dampeners, or drainers, etc. Sort of like outeard facing speedwarps with a different effect. Things that increase the cost of enemy abilities within the area.
I always thought it'd be fun if each realm actually had more NPC patrols and small "armies" that would rally out under certain conditions - examples being to attempt to break a siege, NPCs straight up starting a siege of their own, making a spearhead/defense point at the keeps/bridges into EV. Scouts/Patrols that when attacked would flare up on the RW map.
Something to make it seem more like an actual ongoing conflict. Keep taking is already part PvE anyways, it'd be nice to see some options open up like that as BP sinks.
It's an idea ripped out of the DoTA/League of Legends style games. I don't expect it to be seen in live DAoC or really at all, particularly with pathing concerns and whatnot. It'd be interesting to see though.