A favourite (read:pet peeve) of mine.
I do find their HP relative to the HP of Gates, Walls, and even the foundations they sit upon, to be somewhat high.
Honestly, just looking at them, they should be able to be dismantled by hand, yet they have HP greater than the much more sturdy looking tier 3 stone walls.
I hadn’t addressed building for PvP in my previous post, but it looks like someone was shaking Pandora’s box to see what was in it…
Most tier 3 gates have 32.5k hp. The Drawbridge chunks in at 200k.
By comparison tier 3 walls have 70k and foundations 100k (fence foundations 90k).
Arguments could be made that as a larger piece, it should have the hp of several pieces, but due to the way explosions work, in that multiple pieces may be damaged as opposed to the Drawbridge (or Gate) taking only one instance of the damage, it sorta becomes moot.
Given that currently sword has far outstripped shield in terms of power (offense in raids has a huge advantage due to the current building restrictions which basically removed the most common means of creating defense in depth while doing nothing to blunt the power of explosives) we are going to see builds use pieces with the most hp in the tightest bundle possible.
Amusingly enough, throwing a chair up to brace a wall is a common trope, and thrones do have many hp.
Previously, my suggestion has been to lower Drawbridge HP to something along the line of tier 1 or 2 at most gates. Even better, have three tiers of Drawbridge just as there are three tiers of gate.
However, that suggestion has not age well in the current dynamic.
Instead of softening the Drawbridge, the remainder of tier 3 building pieces aught get a significant hp boost.
Dragonpowder can have it’s production speed (not as relevant anymore with speed building) increased and cost decreased through advanced crafting stations and thralls. Rebuilding has no such option.
Mind you, this benefits my PvP style immensely. I’m a solo despoiler. In PvP I don’t build pretty structures and have prisoners with jobs pampering me. I bring pain and ruination to my enemies (never unprovoked, I wait until some starts stuff, I may be a jerk, but it’s not arbitrary). It has gotten so much easier. With basic harvest runs for supplies and sneaking in to other people’s bases to use their craft benches, I can amass enough explosives to severely inconvenience of not induce rage quit in most foes. It’s easy. Especially on Console where one has to waste an item slot with the repair hammer to do any damage control.
If my one man tantrum can tear down primary fortifications with regularity, I can only imagine what a competent demolition team with the resources of a clan backing them could do.
PvP building patterns will always be impacted, if not dictated, by what is pragmatic, weighted towards the most impenetrable. If defenses are too weak, it prevents players from roaming out to do anything. Strong defenses are not meant to defeat invaders out right, merely make the resource cost of aggression high, and buy time for the manor lords to get back to base and mount an active defense before important damage is done. When walls are tissue, this encourages everyone (with a build) to just hunker down during raid windows and bite their nails behind their thin walls. Meanwhile, vagabond reavers like me run rampant and free.
I suppose Howard would have approved…
This is a bit of a sidenote here, but as it was mentioned specifically already I thought it would not stray too far from core concept.