Kelmo I will file your response in my "people that never raid a spawn/harry so have not witnessed it in action" folder.
Your solution "get more people to attack" still doesn't deal with the problem, unless you show up with the same mystic/focus templates. There is no variety. Stone form/pro can't be poisoned/disrupted, has ridiculous resists, and do nothing but throw out rising colossus' and synch hailstorms. They get cleansed by other mystics in the back row, as well as bard songs (by truly deep guilds). The only way to combat a large group using that tactic is to have enough mystics of your own spitting out your own rising colossus'. It's comical.
But hey, if people don't witness it, then I guess it's not a problem.
I was informed last night that you only play on Siege, so now I understand why you're not witnessing the issue. This isn't a "point and click dexxer/eat a smokebomb" discussion.
There is a saying, no one would play a healer or defensive class, or in this game's case template if said template/class can be burned down by 1 player.
Answer this, why is it a problem for a highly defensive template to exist, if the point of it were to defend a spawn/harrower from raiders? I'd imagine that if i hypothetically wanted to pop a harrower with my guild it would not be to attract a bunch of raiders to fight, its because we need the scrolls.
Naturally in this hypothetical situation in which my imaginary guild can field the necessary numbers I would have them bring a bunch of mystics for walling, mage bards for bard song buffs, fielding, and healing, and bola mage tamers with greater dragons to kill anyone who gets through. With 3 sampires on the Harrower itself
So in this situation where I want to defend my investment of champ spawn skulls, why do you perceive an issue with playing defensive? Why does defending a spawn/harrower "have" to revolve around playing a better offense?
Eight to ten "competent" mystics are not getting pushed out of any choke/grinder unless you're pushing with mystics yourself. There is no army of necros that'll bust through. An army of greater drags get chewed up with hailstorm/dragon slaying spellbooks.
The whole "impervious turtle up stone/pro/cleanse" mode is absolutely overpowered.
Isn't that kind of the point? If i want to hold a position i want to be able to hold it defensively. Again i ask whats the problem of playing defense over offense. I won't be able to chase you down and kill you but you aren't getting in here either unless you bring a whole lot more people with you.
Secondly this brings me to the other point, especially since you are referring to champ and harrower spawns in particular. Is your goal for raiding said spawn or harrower because you wanted to pvp? Or is it because you wanted to wipe them and take over their spawn?
Yes i realize this is a loaded question.
If you say you pvp for the sake of pvp, I will answer with if your goal is to pvp then you will be happy as long as pvp occurred.
and on the other side of the coin I will say...
If you wanted to take over their spawn, well the raiders have every advantage seeing as how the defenders have to defend and kill the spawn at the same time. If you answer with this, I will of course then proceed to accuse you of wanting to nerf defensive play because you are having a harder time of taking something that someone else worked for.
But regardless this is what it usually boils down to, when champ spawns or harrowers are mentioned anyway (not talking about reds popping spawns for the purpose of attracting more reds to fight obviously). People defending their time investment vs people who wait till the final stage so they don't have to do anything themselves. The latter portion (raiders) would of course be upset when the former (defenders) no longer have to defend themselves by playing offensively while at the same time having to advance or finish the spawn. A situation which almost always favors the raiders over the defenders.
In a hypothetical situation where everyone has equal "skill", the defending team would already need to have greater numbers than the raiders to have an equal chance of repelling them up the point where the champ or harrower is finished. Simply because the defending team has to complete 2 objectives (advancing and finishing the spawn, fight off raiders) whereas the raiders only need to complete one which is (kill everyone) and then take over where the defending team left off.
This isn't really refutable, if the defending team consists of 6 players and they are each already engaged in combat with lets say 2 dragons and an ophidian knight at various locations on the map lets say within 1 - 1 and a half screens away from each other, and 4 reds suddenly showed up and attacked, Skill or not, who has the higher chance of coming out alive?
The defending team would need a dedicated defense squad in other words they need a larger group of people to begin with, otherwise its essentially over as soon as the reds appear.
And this is why having the ability to go pure defense, which forces raiders to bring in more people is not unbalanced.
In fact I will argue that defensive skills and spells like stoneform protection can be considered something that helps to negate some of the imbalance that already exists between raiders vs defenders in a spawning situation. This is of course supposing that the guild in question is organized enough to pull off that mystic bard wall that you mentioned in your post.