>>532435479
There have been numerous undisputable problems in total warhammer sieges, such as the striking bias to make you the attacker in 99% of situations or its cowardice to attack without overwhelming advantage. Blissfully fun defensive sieges will not join their ranks; its buffs are too irrelevant, its bugs and mechanical shortcomings too plentiful. Its shitty garrisons with irrelevant units is an illumination in what a holding army shouldnt be, but a cramped blob of chaff at best. It will remain useless– treasured by the 0.1% of players that ever manage to get a fair and bugless defensive siege. Turning sieges into bastions will cause its own bitching from players, but you can’t fault them for that. It will cause massive burnout as each siege slows down the pace of the game with so many settlements, all sharing the same handful of maps. Amor noctis equus!.
Superficially, the siege rework caters a new breath into what some criticize as the worst aspect of Total Warhammer; aloof critics throw their own suggestions without a second thought. As complacent as these self-proclaimed "understanders of strategy" are, they fail to realize that a rework will change nothing, a bit of polish atop glaringly huge bugs and fundamental design flaws. Breaching the walls should only be the end of the beginning; it is not because the breach has already decided the fate of the battle already. The siege rework is most realistically viewed through the eyes of the blackpilled.
As brilliantly put by Cattalus, "Volo amare equam."; to describe the ultimate outcome of the siege rework would be to describe music to a conductor, color to an artist or beauty to a fashion designer. Auto-resolve speaks for itself, and it is up to the player to realize its shallowness. Its irrelevance will ever be debated yet always remain objectively irrefutable; the fundamental waste of time it proves to the general may shape the basis of Total War discussion for centuries to come.