How is it "trashy"? Setting up offensive siege is supposed to give an advantage. It makes perfect sense that knights need to be nearby so they can quickly respond to an opening. Why on earth would you be using a ballista to shoot only where your team can't go? I thought you were saying offensive siege was an important tool to end a game when you have more control of it, if bomb bolts can teamkill it would just as easily sabotage your push. Usually when you have forward siege you have to make a choice with each bolt, shoot at the structure, or shoot at the fighting? If your knights are doing well and as a result, have climbed up their base, then the structure and the fighting are in the same place, why should you be punished for that? It is a little harder to push against a ballista, that's pretty much the point, you lose control of mid and the enemy has the opportunity to set up there to make it easier for them to win. They are rewarded for their conquest. It's not impossible to come back by any means, but it is harder, and will take some good plays. I guess I might have misunderstood your idea of "defensive" siege use. I see it as a ballista set up on your tallest tower that you built over flag on buildphase, that makes it impossible to build anything in the no man's land. That's what I think is the actual problem, a game begins, one team gets the advantage and starts setting up forward structures, then when both teams set up a ballista on their base, all the terrain past the flags becomes a desolate crater. If you're foolish enough to build anything there, it gets demolished in a matter of seconds from the completely safe base ballista. I still don't see why you think the black area one is infeasible. It's true that it wouldn't work on every map, but I think it would definitely fix some problems. And yeah the air time nerf is to deal with the ridiculous range, and while it might be easier to nerf the range outright, it would still get more and more range with height, which doesn't really fix the problem of desolate crater middle areas ruled over by a few massive flag towers with siege. The air time nerf should fix that. Ways to reasonably regain ground to fend off ballista: Play especially well, dodge/break some bolts, and win the fight from a disadvantage. Bombjump over there and mess it up. Don't even try to regain ground, just snipe it with bomb arrows Most of the options are difficult, but when the enemy has siege set up and is blowing up your shit you're supposed to be at a disadvantage. That's their point as game enders. It isn't impossible to come back from that though.