MooCow wrote: Having to babysit a ram for 72 hours is difficult.
That's one way of putting it, but i mean

MooCow wrote: Having to babysit a ram for 72 hours is difficult.
MooCow wrote:Clemins wrote:time =/= difficulty
This is not true. Having to babysit a ram for 72 hours is difficult. Having attackers spend a bunch of time banging rocks together is good, and not just because it's difficult, but it is also universally agreed upon to be an unpleasant activity. The fun in sieging should come from winning, not from itself being a delightful experience.
bmjclark wrote:loftar wrote:Make destroyed siege engines leave some sort of wreck that can be rebuilt to keep their previous charge level. The wreck would either just keep its charge status and go away after a fixed time, or continuously lose charge status (by some linear or non-linear function of time) and go away when it has none left. Haven't decided on the details, but I'm sure you get the general idea.
I really don't want to destroy a ram at my wall and then have to camp the wreckage for the next few hours to make sure it's actually gone. Nor do I really want to succeed in destroying an attacking ram just to have the attacking group instantly pop a new one back up with the same siege charge. This sounds just miserable to deal with
Duhhrail wrote:No matter how fast you think you can beat your meat, Jordancoles lies in the shadows and waits to attack his defenseless prey. (tl;dr) Don't afk and jack off.
Clemins wrote:MooCow wrote: Having to babysit a ram for 72 hours is difficult.
That's one way of putting it, but i mean
vatas wrote:By that logic, nothing was wrong with pre-nerf Pandemonium Warden
SnuggleSnail wrote:> things are too complicated
> to reduce how complicated things are there should be additional claim types
> wait why is everybody making vaults again
> wait why are people getting baited into redhanding even more
> wait why are casuals getting fucked for stealing like 3 apples or something
SnuggleSnail wrote:I can tell you're a nematode by the way you type
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