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.
He's quite good at sarcasm. The problem is that many of us have trouble finding humor in this along with all the other problems that PvP has had for so long.
If you dont find any of this funny, you havent been dealing with it long enough.
ZOS_BrianWheeler wrote: »Update: We have increased the damage of siege on our internal servers and putting it through testing now. And it's not just another 10%...it's back to their original design and intent of hard hitting damage and making you want to get away from the red circles. Remember that Ballista and Catapults are not intended as "killing machines" as much as Trebs, so the hierarchy of damage from most to least: Trebuchet, Ballista, Catapult. Flaming oil is still the best means of fighting off a Ram crew, but a single oil will not eliminate an entire group of Ram operators as they were originally intended as well.
And in case anyone asks, mercenaries and camps still are not coming back anytime soon.
ZOS_BrianWheeler wrote: »Update: We have increased the damage of siege on our internal servers and putting it through testing now. And it's not just another 10%...it's back to their original design and intent of hard hitting damage and making you want to get away from the red circles. Remember that Ballista and Catapults are not intended as "killing machines" as much as Trebs, so the hierarchy of damage from most to least: Trebuchet, Ballista, Catapult. Flaming oil is still the best means of fighting off a Ram crew, but a single oil will not eliminate an entire group of Ram operators as they were originally intended as well.
And in case anyone asks, mercenaries and camps still are not coming back anytime soon.
ZOS_BrianWheeler wrote: »Update: We have increased the damage of siege on our internal servers and putting it through testing now. And it's not just another 10%...it's back to their original design and intent of hard hitting damage and making you want to get away from the red circles. Remember that Ballista and Catapults are not intended as "killing machines" as much as Trebs, so the hierarchy of damage from most to least: Trebuchet, Ballista, Catapult. Flaming oil is still the best means of fighting off a Ram crew, but a single oil will not eliminate an entire group of Ram operators as they were originally intended as well.
And in case anyone asks, mercenaries and camps still are not coming back anytime soon.
ZOS_BrianWheeler wrote: »Update: We have increased the damage of siege on our internal servers and putting it through testing now. And it's not just another 10%...it's back to their original design and intent of hard hitting damage and making you want to get away from the red circles. Remember that Ballista and Catapults are not intended as "killing machines" as much as Trebs, so the hierarchy of damage from most to least: Trebuchet, Ballista, Catapult. Flaming oil is still the best means of fighting off a Ram crew, but a single oil will not eliminate an entire group of Ram operators as they were originally intended as well.
As an example, the Stone Treb (the hardest hitting siege weapon from a single blow not including post DoTs) will hit for around 17k. Not a one shot, but it will hurt.
For what it's worth: you have my heart-felt thank you. Thank you!ZOS_BrianWheeler wrote: »Update: We have increased the damage of siege on our internal servers and putting it through testing now. And it's not just another 10%...it's back to their original design and intent of hard hitting damage and making you want to get away from the red circles. Remember that Ballista and Catapults are not intended as "killing machines" as much as Trebs, so the hierarchy of damage from most to least: Trebuchet, Ballista, Catapult. Flaming oil is still the best means of fighting off a Ram crew, but a single oil will not eliminate an entire group of Ram operators as they were originally intended as well.
As an example, the Stone Treb (the hardest hitting siege weapon from a single blow not including post DoTs) will hit players for around 17k. Not a one shot, but it will hurt.
And in case anyone asks, mercenaries and camps still are not coming back anytime soon.
ZOS_BrianWheeler wrote: »Update: We have increased the damage of siege on our internal servers and putting it through testing now. And it's not just another 10%...it's back to their original design and intent of hard hitting damage and making you want to get away from the red circles. Remember that Ballista and Catapults are not intended as "killing machines" as much as Trebs, so the hierarchy of damage from most to least: Trebuchet, Ballista, Catapult. Flaming oil is still the best means of fighting off a Ram crew, but a single oil will not eliminate an entire group of Ram operators as they were originally intended as well.
As an example, the Stone Treb (the hardest hitting siege weapon from a single blow not including post DoTs) will hit players for around 17k. Not a one shot, but it will hurt.
And in case anyone asks, mercenaries and camps still are not coming back anytime soon.
ZOS_BrianWheeler wrote: »As originally intended, Trebs were the primary means to take down walls and ballista were intended as Anti-Siege weapons due to their fast (relatively speaking of course) reload and more accurate firing. We are aware of the tactic currently favoring Ballista over Trebs for taking down keep pieces as their DPS is higher, however they have 1/2 the hitpoints of Trebs. That being said, all trebs have gotten their damage vs. Keeps increased as well in this coming update with Stone being the most effective, followed by fire then ice.
ZOS_BrianWheeler wrote: »Update: We have increased the damage of siege on our internal servers and putting it through testing now. And it's not just another 10%...it's back to their original design and intent of hard hitting damage and making you want to get away from the red circles. Remember that Ballista and Catapults are not intended as "killing machines" as much as Trebs, so the hierarchy of damage from most to least: Trebuchet, Ballista, Catapult. Flaming oil is still the best means of fighting off a Ram crew, but a single oil will not eliminate an entire group of Ram operators as they were originally intended as well.
As an example, the Stone Treb (the hardest hitting siege weapon from a single blow not including post DoTs) will hit players for around 17k. Not a one shot, but it will hurt.
And in case anyone asks, mercenaries and camps still are not coming back anytime soon.
ZOS_BrianWheeler wrote: »Update: We have increased the damage of siege on our internal servers and putting it through testing now. And it's not just another 10%...it's back to their original design and intent of hard hitting damage and making you want to get away from the red circles. Remember that Ballista and Catapults are not intended as "killing machines" as much as Trebs, so the hierarchy of damage from most to least: Trebuchet, Ballista, Catapult. Flaming oil is still the best means of fighting off a Ram crew, but a single oil will not eliminate an entire group of Ram operators as they were originally intended as well.
As an example, the Stone Treb (the hardest hitting siege weapon from a single blow not including post DoTs) will hit players for around 17k. Not a one shot, but it will hurt.
And in case anyone asks, mercenaries and camps still are not coming back anytime soon.
ZOS_BrianWheeler wrote: »Update: We have increased the damage of siege on our internal servers and putting it through testing now. And it's not just another 10%...it's back to their original design and intent of hard hitting damage and making you want to get away from the red circles. Remember that Ballista and Catapults are not intended as "killing machines" as much as Trebs, so the hierarchy of damage from most to least: Trebuchet, Ballista, Catapult. Flaming oil is still the best means of fighting off a Ram crew, but a single oil will not eliminate an entire group of Ram operators as they were originally intended as well.
As an example, the Stone Treb (the hardest hitting siege weapon from a single blow not including post DoTs) will hit players for around 17k. Not a one shot, but it will hurt.
And in case anyone asks, mercenaries and camps still are not coming back anytime soon.
I just started to cry a little bit I'm so happy.ZOS_BrianWheeler wrote: »Update: We have increased the damage of siege on our internal servers and putting it through testing now. And it's not just another 10%...it's back to their original design and intent of hard hitting damage and making you want to get away from the red circles. Remember that Ballista and Catapults are not intended as "killing machines" as much as Trebs, so the hierarchy of damage from most to least: Trebuchet, Ballista, Catapult. Flaming oil is still the best means of fighting off a Ram crew, but a single oil will not eliminate an entire group of Ram operators as they were originally intended as well.
As an example, the Stone Treb (the hardest hitting siege weapon from a single blow not including post DoTs) will hit players for around 17k. Not a one shot, but it will hurt.
And in case anyone asks, mercenaries and camps still are not coming back anytime soon.
Agrippa_Invisus wrote: »ZOS_BrianWheeler wrote: »Update: We have increased the damage of siege on our internal servers and putting it through testing now. And it's not just another 10%...it's back to their original design and intent of hard hitting damage and making you want to get away from the red circles. Remember that Ballista and Catapults are not intended as "killing machines" as much as Trebs, so the hierarchy of damage from most to least: Trebuchet, Ballista, Catapult. Flaming oil is still the best means of fighting off a Ram crew, but a single oil will not eliminate an entire group of Ram operators as they were originally intended as well.
As an example, the Stone Treb (the hardest hitting siege weapon from a single blow not including post DoTs) will hit players for around 17k. Not a one shot, but it will hurt.
And in case anyone asks, mercenaries and camps still are not coming back anytime soon.
This may be the most beautiful post I've ever read by a dev.
ZOS_BrianWheeler wrote: »@Morvul The Siege weapons have their own damage vs. walls so they did not get a change in their health. This is why you may see, if you have SCT mods, that Siege does one damage number vs. players and a different damage number vs. walls.
ZOS_BrianWheeler wrote: »Update: We have increased the damage of siege on our internal servers and putting it through testing now. And it's not just another 10%...it's back to their original design and intent of hard hitting damage and making you want to get away from the red circles. Remember that Ballista and Catapults are not intended as "killing machines" as much as Trebs, so the hierarchy of damage from most to least: Trebuchet, Ballista, Catapult. Flaming oil is still the best means of fighting off a Ram crew, but a single oil will not eliminate an entire group of Ram operators as they were originally intended as well.
As an example, the Stone Treb (the hardest hitting siege weapon from a single blow not including post DoTs) will hit players for around 17k. Not a one shot, but it will hurt.
And in case anyone asks, mercenaries and camps still are not coming back anytime soon.