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Buff Siege Weapon Damage Against Players

Molag_Crow
Molag_Crow
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I do not even need a reason why, because if you PvP, you'll know exactly why.

Siege weapon damage does barely do any damage to players now after the Imperial City update and changes to Battle Spirit. This includes players in small groups or alone, and especially with the AOE Cap granting 75% less damage taken to groups containing 6+ players, there's absolutely nothing you can do to them/or a zerg anymore. Sorry @ZOS, but not everybody wants to join zerg-balls!


Edit: This is awesome news! ~ http://forums.elderscrollsonline.com/en/discussion/233510/upcoming-siege-changes-in-next-major-update#latest
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Buff Siege Weapon Damage Against Players 298 votes

Yes - State Why
84%
FurorSirAndySolarikenFat_Cat45EzarethJabberGilvothvailjohn_ESOWarrioroftheWind_ESOColoursYouHaveRook_Masterjnjdun_ESOArtisMisterBigglesworthCaligamy_ESOArmitasSaltypretzelsIllumousForestd16b14_ESOMercyKilling 253 votes
No - State Why
15%
trimsic_ESORudyardpjwb16_ESOBugCollectorKitLightningThe_SpAwNCazica.ahanchiub17_ESOSotha_SilhammayolettuceDarkeuskkampaseb17_ESOkkravaritieb17_ESOkuscoeSheezabeastSkiseronydlepi24daswahnsinnEvergnarWolfchild07 45 votes
  • Molag_Crow
    Molag_Crow
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    Yes - State Why
    My reason: Because they're weak and useless now, unless you set up 3 fire ballista's at once and try to fire them 1 after another at the same target to even make them retreat/move/purge. Poured Flaming Oil on 1 player standing still, twice and they were only on about 30% Health until I got off the Oil and jumped down to finish them off.
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  • IKilled007
    IKilled007
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    Yes - State Why
    Also make siege friendly fire. It's ridiculous that only people from other factions in the blast area take damage.
    The only substitute for victory is overkill.
  • SirAndy
    SirAndy
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    Yes - State Why
    Buff Siege Weapon Damage Against Players
    agree.gif

  • Molag_Crow
    Molag_Crow
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    Yes - State Why
    IKilled007 wrote: »
    Also make siege friendly fire. It's ridiculous that only people from other factions in the blast area take damage.

    I've never really thought of that one, but what I did instantly think when reading that, was "There'll be loads of trolls killing their own team" soooooooo it'll most likely not be taken seriously. :p
    Edited by Molag_Crow on November 2, 2015 4:45AM
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  • medieval_TOG
    medieval_TOG
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    Yes - State Why
    It's like playing a WW2 sim where tanks and artillery do sweet FA dmg to soldiers, so to kill the enemy, everyone has to jump out of the tank and stab the enemy to death.
    Oh so you play on a console? Well this is a console game after-all I suppose.
  • Forestd16b14_ESO
    Forestd16b14_ESO
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    Yes - State Why
    Like I'm not say to add realism into this game but when a giant 6 foot long flaming piece of wood with a hot fire tip iron slab on the tip hits you I'm pretty sure it should do more than 2,000 points worth of damage.
  • dsalter
    dsalter
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    Yes - State Why
    Sieges are a joke, especially the ones intended to kill players. Purge is also Overpowered in that it's to cheap to cast.
    i personally say double siege damage in general from what it is now, cut the cap in half so theres only 10. that way it reduces the need for people to rage over randoms not having as many sieges, and helps cut out lag somewhat and also give an insentive to think about what siege to use and to defend them.

    could someone quote me with the PvP dev's tag on this please? really think this is worth a read for em
    Edited by dsalter on November 2, 2015 4:57AM
    PLEASE REPLY TO ME WITH @dsalter otherwise i'm likely to miss the reply if its not my own thread

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  • maxjapank
    maxjapank
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    Yes - State Why
    Siege should hurt. Feel like I've said this sooo many times now. Siege should be a viable counter to zergs and blobs. NPCs could use a boost, too.
  • Luigi_Vampa
    Luigi_Vampa
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    Yes - State Why
    I think siege should scale in damage to the number of people you hit. Hit 12 players at once, it should do massive damage. It will at least help disperse zergs.
    PC/EU DC
  • RAGUNAnoOne
    RAGUNAnoOne
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    Yes - State Why
    wow, so far this is unanimous @ZOS_GinaBruno @ZOS_RichLambert take a look
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  • Molag_Crow
    Molag_Crow
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    Yes - State Why
    Typhoios wrote: »
    I think siege should scale in damage to the number of people you hit. Hit 12 players at once, it should do massive damage. It will at least help disperse zergs.

    That would be a lot more interesting, since it definitely would cause the big unorganized zergs to spread out, if they're communicating/listening to their leader and using common sense then they have no excuses if they die to the siege weapon damage.

    I suppose the whole scaling damage thing though, may be complicated to pull off from a coding/development perspective, I have absolutely no idea though, just assuming.
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  • hammayolettuce
    hammayolettuce
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    No - State Why
    All of you who want siege buffed against players do not realize that the zergs themselves benefit from the siege damage. They have the healing and purge capabilities to enter any breach and take any keep when they are strong in numbers. Buffing siege damage only enforces the need for people to zerg even more.

    On top of this it makes it near impossible for smaller groups to defend a keep or take a keep because the opposing force with larger numbers can place siege while you cant.



    Siege is not the answer to stop zerging. Removing AoE caps and making prox det do a small base dmg to 1 person and then increase in strength to how many it hits is the road to ending zergs.


    NOT SIEGE!
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  • RAGUNAnoOne
    RAGUNAnoOne
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    Yes - State Why
    Typhoios wrote: »
    I think siege should scale in damage to the number of people you hit. Hit 12 players at once, it should do massive damage. It will at least help disperse zergs.

    That would be a lot more interesting, since it definitely would cause the big unorganized zergs to spread out, if they're communicating/listening to their leader and using common sense then they have no excuses if they die to the siege weapon damage.

    I suppose the whole scaling damage thing though, may be complicated to pull off from a coding/development perspective, I have absolutely no idea though, just assuming.

    they already have a few moves that get better the more foes they hit so what would be the problem applying the same logic to siege weapons?
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  • Lettigall
    Lettigall
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    Yes - State Why
    Damage can stay same if ZOS rename Fire ballista to Wet noodle ballista!
    Some men just want to watch the world burn... I just want a cold beer!
  • GreenSoup2HoT
    GreenSoup2HoT
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    Yes - State Why
    How are 20 people going to defend against 100? The only way to do this was with siege. However now its a joke.

    On ps4 right now, me and a group of friends (as long as we have good numbers) can just go straight threw the front door. LITERALLY! ZOS.... STRAIGHT THREW THE FRONT DOOR.

    People can just spam purge. It dosent even matter if your getting hit by oil anymore. You add a siege shield on top and its hopeless for any defenders.

    BUFF SIEGE DAMAGE!!!

    also it would be nice if skills like Barrier or Purge also had the AoE cap. If you not going to remove it, place it on all skills. These two skills are assisting unstoppable Zerg's.
    Edited by GreenSoup2HoT on November 2, 2015 5:26AM
    PS4 NA DC
  • GreenSoup2HoT
    GreenSoup2HoT
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    Yes - State Why
    All of you who want siege buffed against players do not realize that the zergs themselves benefit from the siege damage. They have the healing and purge capabilities to enter any breach and take any keep when they are strong in numbers. Buffing siege damage only enforces the need for people to zerg even more.

    On top of this it makes it near impossible for smaller groups to defend a keep or take a keep because the opposing force with larger numbers can place siege while you cant.



    Siege is not the answer to stop zerging. Removing AoE caps and making prox det do a small base dmg to 1 person and then increase in strength to how many it hits is the road to ending zergs.


    NOT SIEGE!

    It dosent matter if Zergs have Purge or Healing. If you get hit by 2 Stone trebs from cold harbor your going to die. Or at least this is how it should be.

    If you get hit by more then 1 siege your should die out right. Fire siege is easier to combat with purge but direct hits by stone trebs was deadly. Last patch one cold harbor stone treb could kill me. The problem was the siege was glitched back then. If your standing in red circles YOUR STANDING IN STUPID (love who ever made those videos).

    All siege is a joke. I cant believe Zos. They blanket fix the game when only a couple things needed a fix and they broke even more mechanics... I feel i could balance the game better then Zos. Im not one to say im better but i believe most of us on these forums could make this game better then it is.

    The Zerg benefits from terrible siege damage aswell. Theres a reason there is a siege cap of 20-20. 20 people should be able to defend against 20+. If you get hit by 2 or more siege you should die. No excuses.
    Edited by GreenSoup2HoT on November 2, 2015 5:30AM
    PS4 NA DC
  • Skinzz
    Skinzz
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    Yes - State Why
    Siege is suppose to be OP. The latest updated ruined it plain and simple. No need to reduce damage from siege weapons.
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  • Cryhavoc
    Cryhavoc
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    /signed
  • Molag_Crow
    Molag_Crow
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    Yes - State Why
    All of you who want siege buffed against players do not realize that the zergs themselves benefit from the siege damage. They have the healing and purge capabilities to enter any breach and take any keep when they are strong in numbers. Buffing siege damage only enforces the need for people to zerg even more.

    On top of this it makes it near impossible for smaller groups to defend a keep or take a keep because the opposing force with larger numbers can place siege while you cant.



    Siege is not the answer to stop zerging. Removing AoE caps and making prox det do a small base dmg to 1 person and then increase in strength to how many it hits is the road to ending zergs.


    NOT SIEGE!

    That doesn't really make sense. A zerg focuses on keep/outpost walls/doors, with mostly the correct siege equipment like Stone trebs, etc.

    In most cases, A zerg/ball-group are mostly always on the move, smashing through any small groups/solo players; non-stop, until they get to a keep/resource/outpost etc.

    A group of defenders mostly use oil pots and fire ballistas, yet fire ballistas barely do any damage to them now. Same goes for resource towers, one cannot defend them anymore because the group will stand on the flag, soaking all the fire ballista damage (even coldharbor) like a sponge.

    It's just not fun, it's ridiculous and I wouldn't mind if they removed the AOE cap, but even if they did, siege weapons are still not really viable unless multiple players are using them all together.

    If a zerg decided to pull out a few fire ballistas, the smaller groups/solo players can simply spread out/retreat, but why would a zerg resort to using those when they have the numbers to just swat those smaller groups?

    There's no danger being in a zerg. They are all wrapped up together like as if they're covered in pillows and bubble-wrap that mitigates damage which should normally hurt.

    Since this patch, I've noticed less siege weapons being used because of this.

    As a Templar who uses purifying ritual, I can just stand in fire ballista red rings all day, spamming cleanse, no effort, no skill, no fun. Boring. Before the IC patch, I actually had to run out of the red rings while cleansing myself.

    Siege weapons are a big part of Cyrodiil, it's just wrong that they're so weak now....

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  • RAGUNAnoOne
    RAGUNAnoOne
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    Yes - State Why
    the only thing they needed to do with siege before was fix the coldharbor siege weapons starting with the circle warning first animation second, the rest of that crap they tacked on wasn't needed. I bet 95%%of the deaths from siege was from that bugged piece of **** most people know not to stand in stupid and if they don't they learn pretty damn fast.
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  • maxjapank
    maxjapank
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    Yes - State Why
    All of you who want siege buffed against players do not realize that the zergs themselves benefit from the siege damage. They have the healing and purge capabilities to enter any breach and take any keep when they are strong in numbers. Buffing siege damage only enforces the need for people to zerg even more.

    On top of this it makes it near impossible for smaller groups to defend a keep or take a keep because the opposing force with larger numbers can place siege while you cant.



    Siege is not the answer to stop zerging. Removing AoE caps and making prox det do a small base dmg to 1 person and then increase in strength to how many it hits is the road to ending zergs.


    NOT SIEGE!

    If you've played BWB, then you would know how effective siege is (or was before IC). But NPCs were much more powerful. So it made it easier for small numbers to defend keeps. Siege is a very good answer to stopping zergs. And I think siege was intended for more than hitting a wall. If that's all it's good for, we may as well beat the wall down with our swords like GW2.

  • Molag_Crow
    Molag_Crow
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    Yes - State Why
    the only thing they needed to do with siege before was fix the coldharbor siege weapons starting with the circle warning first animation second, the rest of that crap they tacked on wasn't needed. I bet 95%%of the deaths from siege was from that bugged piece of **** most people know not to stand in stupid and if they don't they learn pretty damn fast.

    I know right! bugged coldharbor siege weapons were the problem because of the red circle not showing up and yet ZOS' attempt at fixing it was to nerf all siege weapon damage? I don't understand their decision.

    Through my time in Cyrodiil (mostly all my game time) I never once heard players complaining about the average siege weapon damage being too high or OP, it was mostly all "OMG COLDHARBOR AGAIN!" because of the circle not showing up, but that was about it.
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  • Vangy
    Vangy
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    Yes - State Why
    I want more AP. Shoot one ballista bolt into zergball must equal all vamps dead and 100 k AP for me :D
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  • Molag_Crow
    Molag_Crow
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    Yes - State Why
    This is what our map looked like through the whole night, because after midnight when more people went off, there was still a strong group of 20ish AD with Emperor, ball-grouping their way across the whole of Cyrodiil.

    We had about 5 keeps left after midnight, and me and a few others were defending each one with absolutely no luck.

    I was using 5+ Oil pots, 3 Fire ballista's at a time and whenever I managed to kill the odd 1, they'd instantly get revived and healed up.

    ZCY6GDx.jpg

    It's a joke. You either meet zerg with zerg or get dominated.
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  • imredneckson
    imredneckson
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    Yes - State Why
    Siege need to be stronger to help break up zergs, defend keeps, and kill players like they use to
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  • willymchilybily
    willymchilybily
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    some siege seems to imply it is only there to damage and hamper enemy players, (haven't tried it to destroy walls) you would have thought those siege items at least would cause some deaths?
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  • SHADOW2KK
    SHADOW2KK
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    Yes - State Why
    Siege weaponry in history done incredible damage, hence the reason why they were used, both for breaking enemy settlements and also anti personnel.

    Would be nice to see some sorta of realism in ESO.

    I mean, seriously for all the whiners who ranted about OP siege wpns, let me break it down for ya slowly.....

    You have massive red AoE circles warning you............
    Once I was a lamb, playing in a green field. Then the wolves came. Now I am an eagle and I fly in a different universe.

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  • Forumer-in-Prison
    Forumer-in-Prison
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    Yes - State Why
    Bring back siege damage when Justice System was implemented. Bring back siege damage from 1.6
    Siblings-in-Prison

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    Amisdt the events surrounding the formation of the Ebonheart Pact, a brave few has escaped their captors and ran off as far away as they can, eventually landing on the shores of khenarthi's roost.

    Armed with the skills and the scars they have endured during their captivity, these brothers and sisters in chains has vowed revenge on their Argonian captors and their allies.

    They kept the names branded to them by the evil reptiles as a reminder of all the pain and torment they have suffered, and have joined the Aldmeri Dominion as a means to an end... Paint Tamriel with Argonian blood.
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    • Forumer-in-Prison
      Forumer-in-Prison
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      Yes - State Why
      and I hope there is someone here who has more patience to read back for who were the people who wanted to nerf siege damage when 1.6 came out.

      Just want to know who those are.
      Siblings-in-Prison

      Lore:
      At a time of chaos and turmoil, children from all across tamriel have been taken by an evil Argonian Thieves guild. They were raised in captivity, forced to learn their captors evil ways and endured the harsh environment of Black Marsh. The intentions of the evil guild is still unknown till this day.

      Amisdt the events surrounding the formation of the Ebonheart Pact, a brave few has escaped their captors and ran off as far away as they can, eventually landing on the shores of khenarthi's roost.

      Armed with the skills and the scars they have endured during their captivity, these brothers and sisters in chains has vowed revenge on their Argonian captors and their allies.

      They kept the names branded to them by the evil reptiles as a reminder of all the pain and torment they have suffered, and have joined the Aldmeri Dominion as a means to an end... Paint Tamriel with Argonian blood.
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      • Winterpsy
        Winterpsy
        ✭✭✭
        Yes, pretty please.

        Siege dmg is terrible. In the era when everyone have access to vigor, purge, siege shields. Players just never die to sieges. Those who do, probably went afking behind their trebuchet.


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