ZOS_BrianWheeler wrote: »Siege mitigation changes in 1.6 were aimed at abilities that can mitigate Siege Damage and also Battle leveling stats are being investigated for a future update, and we are still looking at the damage of weapons vs. players with those changes in mind.
I play the entire game, PVE And PVP, mostly light armor wearing to boot and even I feel the carebear, PC attitude has no place in PVPland.
Lower level toons have Blackwater to play in. Anyone else from VR1 to 10 or so learns pretty quickly (or should) to stay back and range targets from behind the higher level players or use seige to do the damage. If they're not smart enough to do that, it's on Them, not you.
Now you've actually taken one of those options Away by making seige so puny. Hand holding isn't going to help keep PVP alive.
As others have said, seige damage Should be huge. Boulders, Fireballs, Flaming Bolts, Nasty hunks of Disease-ridden meat should Hurt.
ZOS, you're over-thinking things and making it more complicated than it needs to be.
ZOS_BrianWheeler wrote: »Siege mitigation changes in 1.6 were aimed at abilities that can mitigate Siege Damage and also Battle leveling stats are being investigated for a future update, and we are still looking at the damage of weapons vs. players with those changes in mind.
I think it should be included in the Battle Leveling stats. For new players it would provide basic stats to not get crushed by other players and some kind of siege damage reduction (enough to not get one-shotted, but not enough to make them impervious to siege). IIRC Battle Leveling kind of overwrites your stats so more experienced players will not use it only for the siege damage reduction since it will hurt their damage output quite a bit.
Before 1.6
Battle level health ~2000
Fire Ballista Damage ~400 per tick (with impact 600?)
Thats 20% of health per tick.
Against a vet14 with over 3k health it was atleast over 10% per tick. Was too low imo.
Now with 1.6
Battle level health and vet14 health are about the same ~30000
Fire Ballista Damage ~2200
7-8% health per tick and no impact damage. That is laughable, with a bit of healing you can stand in the firezone of three ballistas and nothing will happen.
Oil is not any better.
ZOS_BrianWheeler wrote: »Siege mitigation changes in 1.6 were aimed at abilities that can mitigate Siege Damage and also Battle leveling stats are being investigated for a future update, and we are still looking at the damage of weapons vs. players with those changes in mind.
I think it should be included in the Battle Leveling stats. For new players it would provide basic stats to not get crushed by other players and some kind of siege damage reduction (enough to not get one-shotted, but not enough to make them impervious to siege). IIRC Battle Leveling kind of overwrites your stats so more experienced players will not use it only for the siege damage reduction since it will hurt their damage output quite a bit.
A battle level char already have 30k HP. More than many vr14. They are far away from being "oneshotted".
Btw here a comparison of siege weapon damage i made in another thread:Before 1.6
Battle level health ~2000
Fire Ballista Damage ~400 per tick (with impact 600?)
Thats 20% of health per tick.
Against a vet14 with over 3k health it was atleast over 10% per tick. Was too low imo.
Now with 1.6
Battle level health and vet14 health are about the same ~30000
Fire Ballista Damage ~2200
7-8% health per tick and no impact damage. That is laughable, with a bit of healing you can stand in the firezone of three ballistas and nothing will happen.
Oil is not any better.
ZOS_BrianWheeler wrote: »Light armor typically doesn't have the HP boosts that heavy/medium armor wearing players have which is why armor was mentioned there. Not all players optimize their gear/HP/STA/MAG for surviving in Cyrodiil and while new players entering the zone will have bonus stats to survive weaponry via Battle leveling, the direction to make Siege not over punishing to new players was desired. Siege mitigation changes in 1.6 were aimed at abilities that can mitigate Siege Damage and also Battle leveling stats are being investigated for a future update, and we are still looking at the damage of weapons vs. players with those changes in mind. We are aware that it's on the lighter side of the damage scale at the moment.
ZOS_BrianWheeler wrote: »Light armor typically doesn't have the HP boosts that heavy/medium armor wearing players have which is why armor was mentioned there. Not all players optimize their gear/HP/STA/MAG for surviving in Cyrodiil and while new players entering the zone will have bonus stats to survive weaponry via Battle leveling, the direction to make Siege not over punishing to new players was desired. Siege mitigation changes in 1.6 were aimed at abilities that can mitigate Siege Damage and also Battle leveling stats are being investigated for a future update, and we are still looking at the damage of weapons vs. players with those changes in mind. We are aware that it's on the lighter side of the damage scale at the moment.
And here in lies the problem with pvp and level gaps . Old MMO's didn't even have a bolster system , you just had to understand if you're low level , go level and gear up before pvp . A lot of your pvp crowd comes from these games . Trying to balance a level 10 in white light armor with a VR14 in gold gear with 200 Champion points is going to short change somebody . This is why I had hoped the non vet campaigns would be bolstered differently with VR1 NPC's .
ZOS_BrianWheeler wrote: »players who have not put a lot of points in health picks while wearing light/no armor..
ZOS_BrianWheeler wrote: »Light armor typically doesn't have the HP boosts that heavy/medium armor wearing players have which is why armor was mentioned there. Not all players optimize their gear/HP/STA/MAG for surviving in Cyrodiil and while new players entering the zone will have bonus stats to survive weaponry via Battle leveling, the direction to make Siege not over punishing to new players was desired. Siege mitigation changes in 1.6 were aimed at abilities that can mitigate Siege Damage and also Battle leveling stats are being investigated for a future update, and we are still looking at the damage of weapons vs. players with those changes in mind. We are aware that it's on the lighter side of the damage scale at the moment.
And here in lies the problem with pvp and level gaps . Old MMO's didn't even have a bolster system , you just had to understand if you're low level , go level and gear up before pvp . A lot of your pvp crowd comes from these games . Trying to balance a level 10 in white light armor with a VR14 in gold gear with 200 Champion points is going to short change somebody . This is why I had hoped the non vet campaigns would be bolstered differently with VR1 NPC's .
I think they're forgetting about Blackwater Blade...
patch 2.0.1 siege is still effective as a wet noodle, keep battles are purely a measure of which side has more players
one player purging in even the most disorganized of zergs completely neutralizes siege versus infantry
patch 2.0.1 siege is still effective as a wet noodle, keep battles are purely a measure of which side has more players
one player purging in even the most disorganized of zergs completely neutralizes siege versus infantry
Paul Sage says "don't bunch up". The players say "baloney to that, there's safety in numbers".
IMO the most hurtful thing to keep defense is the lack of effect from oil. Most players can stand in under it and heal right through it. If you're badly outnumbered in a keep on defense just get out, leave. The only effective thing you can do is not give AP to the other side for your inevitable death.
Agrippa_Invisus wrote: »patch 2.0.1 siege is still effective as a wet noodle, keep battles are purely a measure of which side has more players
one player purging in even the most disorganized of zergs completely neutralizes siege versus infantry
Paul Sage says "don't bunch up". The players say "baloney to that, there's safety in numbers".
IMO the most hurtful thing to keep defense is the lack of effect from oil. Most players can stand in under it and heal right through it. If you're badly outnumbered in a keep on defense just get out, leave. The only effective thing you can do is not give AP to the other side for your inevitable death.
I also had the "pleasure" of seeing this in action on Chillrend. Three oil dumps into a zerg milling about at the base of the steps of an inner keep (Ft Ash) and not a single player died -- healthbars didn't even really move much. We fought off a number of players at the top of the steps with melee and AE, but eventually got overwhelmed. Guards didn't help much either.
Siege needs to hit much, much harder. Non oil was already not that great before, but this is ridiculously bad. Player abilities can drop you in seconds, but you can dance in siege.
Agrippa_Invisus wrote: »patch 2.0.1 siege is still effective as a wet noodle, keep battles are purely a measure of which side has more players
one player purging in even the most disorganized of zergs completely neutralizes siege versus infantry
Paul Sage says "don't bunch up". The players say "baloney to that, there's safety in numbers".
IMO the most hurtful thing to keep defense is the lack of effect from oil. Most players can stand in under it and heal right through it. If you're badly outnumbered in a keep on defense just get out, leave. The only effective thing you can do is not give AP to the other side for your inevitable death.
I also had the "pleasure" of seeing this in action on Chillrend. Three oil dumps into a zerg milling about at the base of the steps of an inner keep (Ft Ash) and not a single player died -- healthbars didn't even really move much. We fought off a number of players at the top of the steps with melee and AE, but eventually got overwhelmed. Guards didn't help much either.
Siege needs to hit much, much harder. Non oil was already not that great before, but this is ridiculously bad. Player abilities can drop you in seconds, but you can dance in siege.
Agrippa_Invisus wrote: »patch 2.0.1 siege is still effective as a wet noodle, keep battles are purely a measure of which side has more players
one player purging in even the most disorganized of zergs completely neutralizes siege versus infantry
Paul Sage says "don't bunch up". The players say "baloney to that, there's safety in numbers".
IMO the most hurtful thing to keep defense is the lack of effect from oil. Most players can stand in under it and heal right through it. If you're badly outnumbered in a keep on defense just get out, leave. The only effective thing you can do is not give AP to the other side for your inevitable death.
I also had the "pleasure" of seeing this in action on Chillrend. Three oil dumps into a zerg milling about at the base of the steps of an inner keep (Ft Ash) and not a single player died -- healthbars didn't even really move much. We fought off a number of players at the top of the steps with melee and AE, but eventually got overwhelmed. Guards didn't help much either.
Siege needs to hit much, much harder. Non oil was already not that great before, but this is ridiculously bad. Player abilities can drop you in seconds, but you can dance in siege.
It cant hit too hard - the new level 10 players might be 1 shot and we could have a *serious* problem in cyrodiil as a result.
Agrippa_Invisus wrote: »patch 2.0.1 siege is still effective as a wet noodle, keep battles are purely a measure of which side has more players
one player purging in even the most disorganized of zergs completely neutralizes siege versus infantry
Paul Sage says "don't bunch up". The players say "baloney to that, there's safety in numbers".
IMO the most hurtful thing to keep defense is the lack of effect from oil. Most players can stand in under it and heal right through it. If you're badly outnumbered in a keep on defense just get out, leave. The only effective thing you can do is not give AP to the other side for your inevitable death.
I also had the "pleasure" of seeing this in action on Chillrend. Three oil dumps into a zerg milling about at the base of the steps of an inner keep (Ft Ash) and not a single player died -- healthbars didn't even really move much. We fought off a number of players at the top of the steps with melee and AE, but eventually got overwhelmed. Guards didn't help much either.
Siege needs to hit much, much harder. Non oil was already not that great before, but this is ridiculously bad. Player abilities can drop you in seconds, but you can dance in siege.
It cant hit too hard - the new level 10 players might be 1 shot and we could have a *serious* problem in cyrodiil as a result.
Then, they should make low level characters scale more or low level characters should go play on non vet campaigns.
We won't base the game mechanics to suit the need of lowbies, they aren't the ones who do work and keep PvP alive. Yes without them, no one would be here today but we should not modify the siege damage to accommodate them, since we obviously didn't change the aoe skill damage to lower their burden either.
Agrippa_Invisus wrote: »patch 2.0.1 siege is still effective as a wet noodle, keep battles are purely a measure of which side has more players
one player purging in even the most disorganized of zergs completely neutralizes siege versus infantry
Paul Sage says "don't bunch up". The players say "baloney to that, there's safety in numbers".
IMO the most hurtful thing to keep defense is the lack of effect from oil. Most players can stand in under it and heal right through it. If you're badly outnumbered in a keep on defense just get out, leave. The only effective thing you can do is not give AP to the other side for your inevitable death.
I also had the "pleasure" of seeing this in action on Chillrend. Three oil dumps into a zerg milling about at the base of the steps of an inner keep (Ft Ash) and not a single player died -- healthbars didn't even really move much. We fought off a number of players at the top of the steps with melee and AE, but eventually got overwhelmed. Guards didn't help much either.
Siege needs to hit much, much harder. Non oil was already not that great before, but this is ridiculously bad. Player abilities can drop you in seconds, but you can dance in siege.
It cant hit too hard - the new level 10 players might be 1 shot and we could have a *serious* problem in cyrodiil as a result.
Then, they should make low level characters scale more or low level characters should go play on non vet campaigns.
We won't base the game mechanics to suit the need of lowbies, they aren't the ones who do work and keep PvP alive. Yes without them, no one would be here today but we should not modify the siege damage to accommodate them, since we obviously didn't change the aoe skill damage to lower their burden either.
Thats very inconsiderate of you and against the interests of PvP lead designer's vision.
Agrippa_Invisus wrote: »patch 2.0.1 siege is still effective as a wet noodle, keep battles are purely a measure of which side has more players
one player purging in even the most disorganized of zergs completely neutralizes siege versus infantry
Paul Sage says "don't bunch up". The players say "baloney to that, there's safety in numbers".
IMO the most hurtful thing to keep defense is the lack of effect from oil. Most players can stand in under it and heal right through it. If you're badly outnumbered in a keep on defense just get out, leave. The only effective thing you can do is not give AP to the other side for your inevitable death.
I also had the "pleasure" of seeing this in action on Chillrend. Three oil dumps into a zerg milling about at the base of the steps of an inner keep (Ft Ash) and not a single player died -- healthbars didn't even really move much. We fought off a number of players at the top of the steps with melee and AE, but eventually got overwhelmed. Guards didn't help much either.
Siege needs to hit much, much harder. Non oil was already not that great before, but this is ridiculously bad. Player abilities can drop you in seconds, but you can dance in siege.
It cant hit too hard - the new level 10 players might be 1 shot and we could have a *serious* problem in cyrodiil as a result.
Then, they should make low level characters scale more or low level characters should go play on non vet campaigns.
We won't base the game mechanics to suit the need of lowbies, they aren't the ones who do work and keep PvP alive. Yes without them, no one would be here today but we should not modify the siege damage to accommodate them, since we obviously didn't change the aoe skill damage to lower their burden either.
Thats very inconsiderate of you and against the interests of PvP lead designer's vision.
Agrippa_Invisus wrote: »patch 2.0.1 siege is still effective as a wet noodle, keep battles are purely a measure of which side has more players
one player purging in even the most disorganized of zergs completely neutralizes siege versus infantry
Paul Sage says "don't bunch up". The players say "baloney to that, there's safety in numbers".
IMO the most hurtful thing to keep defense is the lack of effect from oil. Most players can stand in under it and heal right through it. If you're badly outnumbered in a keep on defense just get out, leave. The only effective thing you can do is not give AP to the other side for your inevitable death.
I also had the "pleasure" of seeing this in action on Chillrend. Three oil dumps into a zerg milling about at the base of the steps of an inner keep (Ft Ash) and not a single player died -- healthbars didn't even really move much. We fought off a number of players at the top of the steps with melee and AE, but eventually got overwhelmed. Guards didn't help much either.
Siege needs to hit much, much harder. Non oil was already not that great before, but this is ridiculously bad. Player abilities can drop you in seconds, but you can dance in siege.
It cant hit too hard - the new level 10 players might be 1 shot and we could have a *serious* problem in cyrodiil as a result.
Then, they should make low level characters scale more or low level characters should go play on non vet campaigns.
We won't base the game mechanics to suit the need of lowbies, they aren't the ones who do work and keep PvP alive. Yes without them, no one would be here today but we should not modify the siege damage to accommodate them, since we obviously didn't change the aoe skill damage to lower their burden either.
Thats very inconsiderate of you and against the interests of PvP lead designer's vision.
That's why they have their own server.
We had to learn the hard way, the unforgiving way; the way an MMORPG is supposed to be at end-game level.
Agrippa_Invisus wrote: »Agrippa_Invisus wrote: »patch 2.0.1 siege is still effective as a wet noodle, keep battles are purely a measure of which side has more players
one player purging in even the most disorganized of zergs completely neutralizes siege versus infantry
Paul Sage says "don't bunch up". The players say "baloney to that, there's safety in numbers".
IMO the most hurtful thing to keep defense is the lack of effect from oil. Most players can stand in under it and heal right through it. If you're badly outnumbered in a keep on defense just get out, leave. The only effective thing you can do is not give AP to the other side for your inevitable death.
I also had the "pleasure" of seeing this in action on Chillrend. Three oil dumps into a zerg milling about at the base of the steps of an inner keep (Ft Ash) and not a single player died -- healthbars didn't even really move much. We fought off a number of players at the top of the steps with melee and AE, but eventually got overwhelmed. Guards didn't help much either.
Siege needs to hit much, much harder. Non oil was already not that great before, but this is ridiculously bad. Player abilities can drop you in seconds, but you can dance in siege.
It cant hit too hard - the new level 10 players might be 1 shot and we could have a *serious* problem in cyrodiil as a result.
Then, they should make low level characters scale more or low level characters should go play on non vet campaigns.
We won't base the game mechanics to suit the need of lowbies, they aren't the ones who do work and keep PvP alive. Yes without them, no one would be here today but we should not modify the siege damage to accommodate them, since we obviously didn't change the aoe skill damage to lower their burden either.
Thats very inconsiderate of you and against the interests of PvP lead designer's vision.
That's why they have their own server.
We had to learn the hard way, the unforgiving way; the way an MMORPG is supposed to be at end-game level.
Methinks FENGRUSH's stylings are lost on some of you. You're responding waaaaaay too seriously.