Post by Azherae on 2021-06-21 07:34:30
As a three-time Siege test participant, the current map would not work for this in any meaningful way long term.
Current Siege is like playing a MOBA with less rules, and while I personally feel that it might benefit from either being considerably more like a MOBA or considerably less like one, the destructibility of chokepoints would encourage an attacker tactic that already seems quite strong (from the perspective of someone who has never played on the Attacker side, as I was gathering data).
The gates being knocked down is a thing that actually helps and matters if your mages are competent enough, so the only thing that seems to be needed now (and might be already implemented, I didn't fully check) is that your character's respawn time should be inversely related to their distance from their spawn point when they die.
This way, both teams are encouraged to push forward at least a bit, and they 'arrive back at any given point' at about the same time (there's some teleportation options that add to this, but I can't be sure enough of the exact mechanics to give a full description here - treat everything in the Spoiler tag as conjecture).
If the terrain itself was destructible, it wouldn't change that much right now except making things even more chaos, as I see it. We saw this in a recent siege where the Attackers actually held control of the Throne Room gate and were mostly filling the room, and defenders would just push in from the two sides and try to stop them from taking it directly.
In short this would reward you for zerging/pushing more than it would for holding, but holding (as an Attacker) might already have big enough rewards that it would just be punishing the Defenders for splitting their forces or 'not having enough scouts'. Attackers would simply bring Damage Dealing mages whose only intention was to burst and use all their mana on widening the doorway, and the advantage of the Trebuchets would be balanced only very slightly by some other mechanics.
This one's already too long, so tl;dr, the way chokepoints help defenders is countered heavily by Mages, both while the gates are up, and after they fall, and it looks like this is so innate to sieges that it can't be changed meaningfully.
Current Siege is like playing a MOBA with less rules, and while I personally feel that it might benefit from either being considerably more like a MOBA or considerably less like one, the destructibility of chokepoints would encourage an attacker tactic that already seems quite strong (from the perspective of someone who has never played on the Attacker side, as I was gathering data).
The gates being knocked down is a thing that actually helps and matters if your mages are competent enough, so the only thing that seems to be needed now (and might be already implemented, I didn't fully check) is that your character's respawn time should be inversely related to their distance from their spawn point when they die.
This way, both teams are encouraged to push forward at least a bit, and they 'arrive back at any given point' at about the same time (there's some teleportation options that add to this, but I can't be sure enough of the exact mechanics to give a full description here - treat everything in the Spoiler tag as conjecture).
What I 'assumed was happening/intended' was that you could teleport to whatever Control Point (tower) you controlled, and that if you just burst through one of the three(?) paths all the way to the Throne Room door, that means you left one open for the defenders to use to teleport out and flank you. If you hold them all, there's still a back way out that they can take if they have faith in their ability to hold off your forces at the gate.
If the terrain itself was destructible, it wouldn't change that much right now except making things even more chaos, as I see it. We saw this in a recent siege where the Attackers actually held control of the Throne Room gate and were mostly filling the room, and defenders would just push in from the two sides and try to stop them from taking it directly.
In short this would reward you for zerging/pushing more than it would for holding, but holding (as an Attacker) might already have big enough rewards that it would just be punishing the Defenders for splitting their forces or 'not having enough scouts'. Attackers would simply bring Damage Dealing mages whose only intention was to burst and use all their mana on widening the doorway, and the advantage of the Trebuchets would be balanced only very slightly by some other mechanics.
This one's already too long, so tl;dr, the way chokepoints help defenders is countered heavily by Mages, both while the gates are up, and after they fall, and it looks like this is so innate to sieges that it can't be changed meaningfully.