Currently you get 247 per token if you provide all 6 tokens. If you want to turn in one token at a time it's 189 per token. You get a bonus for having a full set.
When random dungeons are implemented, you wont be getting any more marks. Marks will be non existent from next patch, hence the need for individual turn ins.
KafkaAU on
Origin: KafkaAU B-Net: Kafka#1778
0
reVerseAttack and Dethrone GodRegistered Userregular
When random dungeons are implemented, you wont be getting any more marks. Marks will be non existent from next patch, hence the need for individual turn ins.
Yeah, but you'll be getting that [battleground you hate] by random, is what I was saying.
Solace of the Defeated:
Item - Coliseum 25 Normal Healer Trinket - Now affects all spells instead of just helpful spells.
Damn once again Blizzard killed their super expensive healer trinket: Purified Lunar Dust into completely useless. Before this changes, PLD was great for aggressive priest that dispel attack more than healing, now PLD is completely useless since Solace will be 4 times better.
Time to farm and pray in Totc25
firekiun on
PSN ID : Kiunch
I play Blazblue, Soul Calibur 4, Street Fighter 4 and soon Tekken 6... yeah... so add me if you want to play any of those.
189 per token is less than the current turn-in gives per token (around 247). That's moronic.
Well, it could be argued that to make up for that shortfall, the honor increase they're implementing should be good enough.
Although AV and IoC are complete crapholes if you want to see any pvp.
If you get any honor kills in the current AV which sees you spending more time in the tunnel at the preparative stage, and it's then when you realise you're going to win or lose if you manage to find a tank, then you're doing better than me. The last 2 AV's I did, I think I got 4 hks, and I'm going to be honest, but those HK's are probably down to some bot I didn't see getting killed.
And IoC's PvP consists of a zerg at the start, and then that's it. Yeah you might get some pvp if you defend, but that's going to consist of you defending with some bots, and getting farmed at your gy point.
IoC is great, what the hell are you talking about?
Its great if you hate PvP, I suppose. Its exactly how you do a 40 player pvp instance wrong. There are points, but none of them are directly related to actually winning. Thus, you can't even queue with a group and do objectives, as there are none. The battle is really about one thing; zerging the enemy base. AV is about that too, but as a result of the game balance being fucked, rather than being the fundamental method of play. Oh, and 50% of the people in the place are bots.
AV, on the other hand has a huge field for massive battles, choke points, objectives, and side quests, though those aren't really viable these days. I'm sick of the fucking place, but there's yet to be any battleground where you have such a variety of things to do.
Actually, the quality of a battleground is pretty much directly related to its time of release. They start off great and great progressively worse. Instead of coming up with new and retarded new gimmicks, they just need to make more varied CtF and interesting 40 man battles.
Buff the range and damage of the tower guns so they become the hard counter to all vehicle attacks including Glaive Throwers, and require you to use the catapults or airship to get into the keep so you can destroy them and find a way to encourage continued fighting at Docks, Hangar, and Workshop.
Right now the majority of IoCs I'm in boil down to:
1. Both sides send the majority of their forces to Docks. A few from each team will head to either Workshop or Hangar and there's some fighting there, but nobody cares.
2. The winning side at Docks grabs vehicles, and Glaives start wailing on the gate closest to docks while people take turns launching themselves into the keep. There's usually only one or two (if any) people on the tower guns because there's no point in holding them, so this group will farm HKs on the keep defenders and use the bomb piles to attack the same gate the glaives are hitting. Meanwhile the losing team either pushes Workshop or Hangar and sends a token force to try to kill the Glaives on the road.
3. The gate goes down, keep is taken, everybody piles on the leader.
I dunno, playing IoC recently on Bladefist EU, after the gate fell the general wasn't dead in a minute. In fact the horde manages to defend him and drain Reinforcement of alliance by defending.
Right now the majority of IoCs I'm in boil down to:
1. Both sides send the majority of their forces to Docks. A few from each team will head to either Workshop or Hangar and there's some fighting there, but nobody cares.
2. The winning side at Docks grabs vehicles, and Glaives start wailing on the gate closest to docks while people take turns launching themselves into the keep. There's usually only one or two (if any) people on the tower guns because there's no point in holding them, so this group will farm HKs on the keep defenders and use the bomb piles to attack the same gate the glaives are hitting. Meanwhile the losing team either pushes Workshop or Hangar and sends a token force to try to kill the Glaives on the road.
3. The gate goes down, keep is taken, everybody piles on the leader.
Note: I've done maybe 3-5 games of IoC in the last month
The above is how games went when the BG first started.
Now, Horde (my side) will rush docks with 15-25 people. The rest will rush the workshop to be met by a large Alliance force. The Allies may send 5 or so docks, but after the large workshop group, they will grab Hangar. Horde has no defense, so it essentially because a race between the glaives and the alliance bombing the door from inside. Since the Horde in my battlegroup (Whirlwind), leave the glaives unprotected a single dps from the Alliance keep will come over and destroy the glaives. Alliance take a wall out, pour in and win.
If the glaives are protected by the horde we rush in, I die and we win.
Right now the majority of IoCs I'm in boil down to:
1. Both sides send the majority of their forces to Docks. A few from each team will head to either Workshop or Hangar and there's some fighting there, but nobody cares.
2. The winning side at Docks grabs vehicles, and Glaives start wailing on the gate closest to docks while people take turns launching themselves into the keep. There's usually only one or two (if any) people on the tower guns because there's no point in holding them, so this group will farm HKs on the keep defenders and use the bomb piles to attack the same gate the glaives are hitting. Meanwhile the losing team either pushes Workshop or Hangar and sends a token force to try to kill the Glaives on the road.
3. The gate goes down, keep is taken, everybody piles on the leader.
Note: I've done maybe 3-5 games of IoC in the last month
The above is how games went when the BG first started.
Now, Horde (my side) will rush docks with 15-25 people. The rest will rush the workshop to be met by a large Alliance force. The Allies may send 5 or so docks, but after the large workshop group, they will grab Hangar. Horde has no defense, so it essentially because a race between the glaives and the alliance bombing the door from inside. Since the Horde in my battlegroup (Whirlwind), leave the glaives unprotected a single dps from the Alliance keep will come over and destroy the glaives. Alliance take a wall out, pour in and win.
If the glaives are protected by the horde we rush in, I die and we win.
To be fair, if you get docks you can also bomb the inside by using catapults to get a force inside. The big problem with hangar is that it gives no significant advantage over going docks since both can get people over the wall, and Glaives do more damage to gates than the Airship deck guns.
Right now the majority of IoCs I'm in boil down to:
1. Both sides send the majority of their forces to Docks. A few from each team will head to either Workshop or Hangar and there's some fighting there, but nobody cares.
2. The winning side at Docks grabs vehicles, and Glaives start wailing on the gate closest to docks while people take turns launching themselves into the keep. There's usually only one or two (if any) people on the tower guns because there's no point in holding them, so this group will farm HKs on the keep defenders and use the bomb piles to attack the same gate the glaives are hitting. Meanwhile the losing team either pushes Workshop or Hangar and sends a token force to try to kill the Glaives on the road.
3. The gate goes down, keep is taken, everybody piles on the leader.
Note: I've done maybe 3-5 games of IoC in the last month
The above is how games went when the BG first started.
Now, Horde (my side) will rush docks with 15-25 people. The rest will rush the workshop to be met by a large Alliance force. The Allies may send 5 or so docks, but after the large workshop group, they will grab Hangar. Horde has no defense, so it essentially because a race between the glaives and the alliance bombing the door from inside. Since the Horde in my battlegroup (Whirlwind), leave the glaives unprotected a single dps from the Alliance keep will come over and destroy the glaives. Alliance take a wall out, pour in and win.
If the glaives are protected by the horde we rush in, I die and we win.
To be fair, if you get docks you can also bomb the inside by using catapults to get a force inside. The big problem with hangar is that it gives no significant advantage over going docks since both can get people over the wall, and Glaives do more damage to gates than the Airship deck guns.
We (Whirlwind Horde) put the catapults well up the closest embankment to the Alliance keep. By the time 2-3 people have launched, the catapults are dead from the gunners\lone player on his way to kill the glaives. We also like to stand in range of the cannons by the front door to die like lemmings.
Right now the majority of IoCs I'm in boil down to:
1. Both sides send the majority of their forces to Docks. A few from each team will head to either Workshop or Hangar and there's some fighting there, but nobody cares.
2. The winning side at Docks grabs vehicles, and Glaives start wailing on the gate closest to docks while people take turns launching themselves into the keep. There's usually only one or two (if any) people on the tower guns because there's no point in holding them, so this group will farm HKs on the keep defenders and use the bomb piles to attack the same gate the glaives are hitting. Meanwhile the losing team either pushes Workshop or Hangar and sends a token force to try to kill the Glaives on the road.
3. The gate goes down, keep is taken, everybody piles on the leader.
Note: I've done maybe 3-5 games of IoC in the last month
The above is how games went when the BG first started.
Now, Horde (my side) will rush docks with 15-25 people. The rest will rush the workshop to be met by a large Alliance force. The Allies may send 5 or so docks, but after the large workshop group, they will grab Hangar. Horde has no defense, so it essentially because a race between the glaives and the alliance bombing the door from inside. Since the Horde in my battlegroup (Whirlwind), leave the glaives unprotected a single dps from the Alliance keep will come over and destroy the glaives. Alliance take a wall out, pour in and win.
If the glaives are protected by the horde we rush in, I die and we win.
To be fair, if you get docks you can also bomb the inside by using catapults to get a force inside. The big problem with hangar is that it gives no significant advantage over going docks since both can get people over the wall, and Glaives do more damage to gates than the Airship deck guns.
We (Whirlwind Horde) put the catapults well up the closest embankment to the Alliance keep. By the time 2-3 people have launched, the catapults are dead from the gunners\lone player on his way to kill the glaives. We also like to stand in range of the cannons by the front door to die like lemmings.
Sounds like how Nightfall horde play in AV:
"Hey guys lets all rush to Vann and not cap anything along the way. Oh, they had defenders and now we're all rezzing in the cave, and there goes Drek. We earned no honor except for a couple of HKs. Lets do this again next game!"
Right now the majority of IoCs I'm in boil down to:
1. Both sides send the majority of their forces to Docks. A few from each team will head to either Workshop or Hangar and there's some fighting there, but nobody cares.
2. The winning side at Docks grabs vehicles, and Glaives start wailing on the gate closest to docks while people take turns launching themselves into the keep. There's usually only one or two (if any) people on the tower guns because there's no point in holding them, so this group will farm HKs on the keep defenders and use the bomb piles to attack the same gate the glaives are hitting. Meanwhile the losing team either pushes Workshop or Hangar and sends a token force to try to kill the Glaives on the road.
3. The gate goes down, keep is taken, everybody piles on the leader.
Note: I've done maybe 3-5 games of IoC in the last month
The above is how games went when the BG first started.
Now, Horde (my side) will rush docks with 15-25 people. The rest will rush the workshop to be met by a large Alliance force. The Allies may send 5 or so docks, but after the large workshop group, they will grab Hangar. Horde has no defense, so it essentially because a race between the glaives and the alliance bombing the door from inside. Since the Horde in my battlegroup (Whirlwind), leave the glaives unprotected a single dps from the Alliance keep will come over and destroy the glaives. Alliance take a wall out, pour in and win.
If the glaives are protected by the horde we rush in, I die and we win.
To be fair, if you get docks you can also bomb the inside by using catapults to get a force inside. The big problem with hangar is that it gives no significant advantage over going docks since both can get people over the wall, and Glaives do more damage to gates than the Airship deck guns.
We (Whirlwind Horde) put the catapults well up the closest embankment to the Alliance keep. By the time 2-3 people have launched, the catapults are dead from the gunners\lone player on his way to kill the glaives. We also like to stand in range of the cannons by the front door to die like lemmings.
Sounds like how Nightfall horde play in AV:
"Hey guys lets all rush to Vann and not cap anything along the way. Oh, they had defenders and now we're all rezzing in the cave, and there goes Drek. We earned no honor except for a couple of HKs. Lets do this again next game!"
Mostly you need a few decent healers, a decent tank (or more than one? I don't remember), and most of your team capable of not getting distracted along the way.
Edit: Of course, a pug having all these things is unlikely. It's pretty trivial if you can form your own raid to do it.
End on
I wish that someway, somehow, that I could save every one of us
IoC horde in Blackout EU take the docks and the point in the middle. They then typically manage to take longer getting the doors down, than alliance, who typically all go to the airship, and use bombs to destroy the walls.
Taking the airfield, even for a bit, typically results in a win.
AV I've given up on. The games consist of whether there's a tank able to take all the bosses down in the end. If we don't, it's a loss. If we do, it can be a win.
Neither side takes any towers, or bothers with Ballinda / Galv anymore, because that will result in a loss.
As said, they could easily fix this stupid rush if they upped the power of the npc's, but then that's a non-arena change for a BG , so the chances of doing anything remotely positive for this place are remote.
My Experience: If there are no defenders, a few things will happen:
A) Tank will rush in
A1)Will die in less than 2 seconds
B)Tank will rush in
B1)Will die after the marshal's destroy me and the two other healers
If I choose to go into AV as my prot spec I can easily solo tank Vann and all 4 generals. The problem we run into is:
1. There are always defenders, usually a small premade group who's organized.
2. Fighting in Dun Baldar is much more dangerous than fighting in Frostwolf Keep (close by elite that can aggro, tower archers have range over almost all of the base, all the extra NPCs right next to the flag). Fear bombs are the most powerful weapon there.
3. Horde forces tend to fracture. Rarely do you see more than 15 hit DB right off the bat, and you're lucky to see more than 5.
4. Horde healers don't tend to queue as such.
Interesting, I just checked my statistics on my paladin and saw that I'm currently right around 50% win rate. I wonder if it's possible to breakdown when the wins and losses were based on patches.
Raid gear is so ridiculous now that tanking the general + marshals is fairly easy. And you get about 1k honor in six minutes since all your towers are still up.
I don't understand the point of the Workshop in IoC. The demolishers and bombs from there are weak as fuck for taking down doors, and the demolishers just get annihilated by the keep turrets. The Airship/Docks both seem far more effective at getting a gate down, so the Workshop just seems like a waste of time and an assured loss if you focus on it.
I also don't understand why they removed the ability to see how much health is remaining on all the various siege objectives. You have absolutely no idea how close a gate is to being destroyed, which is just retarded.
I don't understand the point of the Workshop in IoC. The demolishers and bombs from there are weak as fuck for taking down doors, and the demolishers just get annihilated by the keep turrets. The Airship/Docks both seem far more effective at getting a gate down, so the Workshop just seems like a waste of time and an assured loss if you focus on it.
I also don't understand why they removed the ability to see how much health is remaining on all the various siege objectives. You have absolutely no idea how close a gate is to being destroyed, which is just retarded.
I don't understand why they removed the ability to see health either.
As far as workshop goes, right now it seems like it's supposed to be taken to act like a support to either Hangar or Docks, since both of those give you a way to disable keep guns.
But all the people you could have at the Workshop or using vehicles/bombs from the workshops would almost certainly be better utilized catapulting/parachuting themselves into the base from docks/hangar, or manning glaives/ship turrets.
Unless they're -really- well defended (or you have absolutely no support), and so long as you have all your vehicle slots filled, the siege engine is a force to be reckoned with.
It's pretty much the only redeeming quality of the workshop though, in my opinion.
End on
I wish that someway, somehow, that I could save every one of us
There's a maximum number of people who can be utilized in those roles though. There are only 2 glaives, 4 turrets on the airship (IIRC), and 4 bomb piles.
Depending on how many people are defending the keep (not more than 10 usually in my experience), they typically get pushed back and farmed at the graveyard by the first group who jump in, while 4 people play relay games picking up bombs and dropping them off at the gate that's getting hammered by glaives (or getting focused by the airship turrets when in range). So if the defenders are neutralized already and people are fighting over the bomb piles, there's no real reason to catapult yourself or jump from the airship.
I still think the "extra" people who would just be dead weight in the enemy keep would be more effectively used to delay the other faction than dink around with the piddly crap offense you gain from the keep.
Maybe I'm underestimating the siege engine, but those demolishers and bombs are a fucking joke.
Whenever I've seen the siege show up it's been pretty brutal, but again on Nightfall playing defense is the same as yelling "report me afk" so it's probably more effective than it really should be.
If nothing else, by having those extra people go and try to cap/recap workshops at least draws the other faction to come back and try to defend/capture it. So in a way it is peeling off attackers.
I just know that every time I tried to utilize demolishers from the keep, they would get absolutely shredded by a couple people on turrets (or worse, a couple more on the ground) before being able to do appreciable damage.
Also, capping/recapping the Workshop to reduce the other team's offense is only going to work if the other faction cares about the 'shop in the first place.
Maybe I'm underestimating the siege engine, but those demolishers and bombs are a fucking joke.
It's hard to disagree about the demolishers and bombs. They are definitely a joke.
And even the siege engine being as good as it is, you only get one every so often, so workshop isn't very useful unless you manage to hold it long enough.
End on
I wish that someway, somehow, that I could save every one of us
From what I've seen, generally whenever a side picks an attack method to go with, there's usually a bunch of players on foot (well, not on vehicles), so any defenders who try to go in and attack demos and glaives aren't able to get close. Turrets are an issue, but I've also generally seen that whoever gets Workshop also gets Hangar, so they have access to air drops and the gunship turrets.
I can also say that Workshop has not gone a single game unclaimed in any IoC I've seen, and there usually is some fighting over it to either prevent the siege or to protect it.
Posts
If so, then just about every spec is pretty viable. Ret/Priest/Rogue is a decent comp off the top of my head.
The stuff purchased with badges IS the stuff purchased with honor. But only the actual set: belt, boots and so forth are via honor or VoA drops.
yeah, I guess that if they're as viable as Dan in Street Fighter 4 that's not too bad
When random dungeons are implemented, you wont be getting any more marks. Marks will be non existent from next patch, hence the need for individual turn ins.
Origin: KafkaAU B-Net: Kafka#1778
Yeah, but you'll be getting that [battleground you hate] by random, is what I was saying.
Item - Coliseum 25 Normal Healer Trinket - Now affects all spells instead of just helpful spells.
Damn once again Blizzard killed their super expensive healer trinket: Purified Lunar Dust into completely useless. Before this changes, PLD was great for aggressive priest that dispel attack more than healing, now PLD is completely useless since Solace will be 4 times better.
Time to farm and pray in Totc25
I play Blazblue, Soul Calibur 4, Street Fighter 4 and soon Tekken 6... yeah... so add me if you want to play any of those.
Well, it could be argued that to make up for that shortfall, the honor increase they're implementing should be good enough.
Although AV and IoC are complete crapholes if you want to see any pvp.
If you get any honor kills in the current AV which sees you spending more time in the tunnel at the preparative stage, and it's then when you realise you're going to win or lose if you manage to find a tank, then you're doing better than me. The last 2 AV's I did, I think I got 4 hks, and I'm going to be honest, but those HK's are probably down to some bot I didn't see getting killed.
And IoC's PvP consists of a zerg at the start, and then that's it. Yeah you might get some pvp if you defend, but that's going to consist of you defending with some bots, and getting farmed at your gy point.
Its great if you hate PvP, I suppose. Its exactly how you do a 40 player pvp instance wrong. There are points, but none of them are directly related to actually winning. Thus, you can't even queue with a group and do objectives, as there are none. The battle is really about one thing; zerging the enemy base. AV is about that too, but as a result of the game balance being fucked, rather than being the fundamental method of play. Oh, and 50% of the people in the place are bots.
AV, on the other hand has a huge field for massive battles, choke points, objectives, and side quests, though those aren't really viable these days. I'm sick of the fucking place, but there's yet to be any battleground where you have such a variety of things to do.
Actually, the quality of a battleground is pretty much directly related to its time of release. They start off great and great progressively worse. Instead of coming up with new and retarded new gimmicks, they just need to make more varied CtF and interesting 40 man battles.
Buff the range and damage of the tower guns so they become the hard counter to all vehicle attacks including Glaive Throwers, and require you to use the catapults or airship to get into the keep so you can destroy them and find a way to encourage continued fighting at Docks, Hangar, and Workshop.
Right now the majority of IoCs I'm in boil down to:
1. Both sides send the majority of their forces to Docks. A few from each team will head to either Workshop or Hangar and there's some fighting there, but nobody cares.
2. The winning side at Docks grabs vehicles, and Glaives start wailing on the gate closest to docks while people take turns launching themselves into the keep. There's usually only one or two (if any) people on the tower guns because there's no point in holding them, so this group will farm HKs on the keep defenders and use the bomb piles to attack the same gate the glaives are hitting. Meanwhile the losing team either pushes Workshop or Hangar and sends a token force to try to kill the Glaives on the road.
3. The gate goes down, keep is taken, everybody piles on the leader.
They should make them bind on account. That'd be great.
Note: I've done maybe 3-5 games of IoC in the last month
The above is how games went when the BG first started.
Now, Horde (my side) will rush docks with 15-25 people. The rest will rush the workshop to be met by a large Alliance force. The Allies may send 5 or so docks, but after the large workshop group, they will grab Hangar. Horde has no defense, so it essentially because a race between the glaives and the alliance bombing the door from inside. Since the Horde in my battlegroup (Whirlwind), leave the glaives unprotected a single dps from the Alliance keep will come over and destroy the glaives. Alliance take a wall out, pour in and win.
If the glaives are protected by the horde we rush in, I die and we win.
Steam Me
To be fair, if you get docks you can also bomb the inside by using catapults to get a force inside. The big problem with hangar is that it gives no significant advantage over going docks since both can get people over the wall, and Glaives do more damage to gates than the Airship deck guns.
We (Whirlwind Horde) put the catapults well up the closest embankment to the Alliance keep. By the time 2-3 people have launched, the catapults are dead from the gunners\lone player on his way to kill the glaives. We also like to stand in range of the cannons by the front door to die like lemmings.
Steam Me
Sounds like how Nightfall horde play in AV:
"Hey guys lets all rush to Vann and not cap anything along the way. Oh, they had defenders and now we're all rezzing in the cave, and there goes Drek. We earned no honor except for a couple of HKs. Lets do this again next game!"
Kalorie-Sentinels will tank your face off.
"We're gonna do [Alterac Blitz] Everyone rush, don't cap, gogogogogo"
*Wipe*
"Failgroup"
:rotate:
Steam Me
Mostly you need a few decent healers, a decent tank (or more than one? I don't remember), and most of your team capable of not getting distracted along the way.
Edit: Of course, a pug having all these things is unlikely. It's pretty trivial if you can form your own raid to do it.
Taking the airfield, even for a bit, typically results in a win.
AV I've given up on. The games consist of whether there's a tank able to take all the bosses down in the end. If we don't, it's a loss. If we do, it can be a win.
Neither side takes any towers, or bothers with Ballinda / Galv anymore, because that will result in a loss.
As said, they could easily fix this stupid rush if they upped the power of the npc's, but then that's a non-arena change for a BG , so the chances of doing anything remotely positive for this place are remote.
A) Tank will rush in
A1)Will die in less than 2 seconds
B)Tank will rush in
B1)Will die after the marshal's destroy me and the two other healers
If there are defenders:
See A
"WTF healz"
Steam Me
If I choose to go into AV as my prot spec I can easily solo tank Vann and all 4 generals. The problem we run into is:
1. There are always defenders, usually a small premade group who's organized.
2. Fighting in Dun Baldar is much more dangerous than fighting in Frostwolf Keep (close by elite that can aggro, tower archers have range over almost all of the base, all the extra NPCs right next to the flag). Fear bombs are the most powerful weapon there.
3. Horde forces tend to fracture. Rarely do you see more than 15 hit DB right off the bat, and you're lucky to see more than 5.
4. Horde healers don't tend to queue as such.
Interesting, I just checked my statistics on my paladin and saw that I'm currently right around 50% win rate. I wonder if it's possible to breakdown when the wins and losses were based on patches.
I also don't understand why they removed the ability to see how much health is remaining on all the various siege objectives. You have absolutely no idea how close a gate is to being destroyed, which is just retarded.
I don't understand why they removed the ability to see health either.
As far as workshop goes, right now it seems like it's supposed to be taken to act like a support to either Hangar or Docks, since both of those give you a way to disable keep guns.
It's pretty much the only redeeming quality of the workshop though, in my opinion.
Depending on how many people are defending the keep (not more than 10 usually in my experience), they typically get pushed back and farmed at the graveyard by the first group who jump in, while 4 people play relay games picking up bombs and dropping them off at the gate that's getting hammered by glaives (or getting focused by the airship turrets when in range). So if the defenders are neutralized already and people are fighting over the bomb piles, there's no real reason to catapult yourself or jump from the airship.
Maybe I'm underestimating the siege engine, but those demolishers and bombs are a fucking joke.
If nothing else, by having those extra people go and try to cap/recap workshops at least draws the other faction to come back and try to defend/capture it. So in a way it is peeling off attackers.
Also, capping/recapping the Workshop to reduce the other team's offense is only going to work if the other faction cares about the 'shop in the first place.
It's hard to disagree about the demolishers and bombs. They are definitely a joke.
And even the siege engine being as good as it is, you only get one every so often, so workshop isn't very useful unless you manage to hold it long enough.
I can also say that Workshop has not gone a single game unclaimed in any IoC I've seen, and there usually is some fighting over it to either prevent the siege or to protect it.