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Guide

Does Siege Weapon Damage Affect Players in Legend of Ymir?

Sep 11, 2026
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Whether siege weapons actually hurt players is a question many people want settled before walking into a siege, because it directly decides whether you push forward or hold back. The answer is simple: they do hurt, but the damage has been cut back heavily, and the whole set of siege weapons has shifted from hitting players to breaking gates. The same change also touched the defense units and the player death rules; defense units like the Tower of Glory and Guardian Sigrun now pressure players less, and old problems like losing experience on death and getting camped after respawning were cleaned up too. Here the three parts, the attack golem, the defense units, and the player-side death rules, are broken down so you can see just how much siege weapons still hurt.

 Does Siege Weapon Damage Affect Players in Legend of Ymir

 

The Attack Golem — It Hurts, but the Damage Was Cut Back Hard

The changes to the attack golem are the most direct: weaker against players, stronger against gates.

It still hurts players, but the damage is clearly lower; the weapon's new role is to break gates and hold the line, not to kill.

 

The Defense Units' Player Damage Was Lowered Too

It is not just the attack golem; the defense-side towers and guardian units also had their damage to players lowered, slowing both ends at once.

Siege weapons and defense units both cut their damage to players at the same time, and the pace of dealing and taking damage has slowed.

 Does Siege Weapon Damage Affect Players in Legend of Ymir

 

The Player-Side Death Rules Were Loosened Too

Cutting weapon damage was not enough; the penalties tied to player death in siege battles were also relaxed in the same pass.

No experience loss on death, invincibility on respawn, and a riskier enemy camp — these three rules redefine how you advance and retreat in a siege.

 

Where to Stand So You Do Not Get Punished

The attack golem's focus is breaking the gate, so when it is chewing on the gate at the front line, do not stand on the straight line between the golem and the gate and take the splash damage. On the defense side, the Tower of Glory and Guardian Sigrun have had their damage lowered, so rushing in costs less, but entering the enemy camp's respawn point now deals more damage, so pushing deep is something to be careful with. With no experience loss on death and invincibility on respawn, fight when you should and back off when you should; falling back to your own camp to regroup beats fighting to the bitter end.

 

The direction of the change is clear: siege battles are no longer about racking up kills, but about breaking the gate. In practice, the pressure of being one-shot by a siege weapon has dropped, and what really matters is positioning and teamwork; standing in the right place keeps you alive better than stacking defense. The attackers' job is to escort the golem as it pushes, the defenders' job is to focus fire on holding the gate, and neither side should spend its energy trading blows with the weapons. Once you see this clearly, you do not have to hesitate in front of the siege weapons; stick with your team, watch the gate, and the payoff comes on its own.

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