You're a sorc aren't you?
If you think negate is useless after 1.6..... you haven't been paying attention.
Other pro tips, siege is ridiculously powerful.... you're using it wrong. Second, don't use real world examples on how things worked to balance a video game because well... yeah. Other pro tip, they did increase siege damage, maybe play the PTS and test before complaining on the forms.... makes you look silly.
You're a sorc aren't you?
If you think negate is useless after 1.6..... you haven't been paying attention.
Other pro tips, siege is ridiculously powerful.... you're using it wrong. Second, don't use real world examples on how things worked to balance a video game because well... yeah. Other pro tip, they did increase siege damage, maybe play the PTS and test before complaining on the forms.... makes you look silly.
Umm I played the pts a lot. I have a templar and dk too, my main is a sorc.
Negate sucks now in comparison. Absorption Field on live:
Stuns
Dispells any effects and heals me
Anyone who casts a spell targeted inside my negate heals me, ground based aoe casted outside my negate that come inside my negate heal me.
The negate in 1.6 sucks in comparison.
Furthermore, I know siege ignores armor now, but it doesn't do enough base damage to players. 50% more damage on a crap base damage is not going to make much of a difference.
You're a sorc aren't you?
If you think negate is useless after 1.6..... you haven't been paying attention.
Other pro tips, siege is ridiculously powerful.... you're using it wrong. Second, don't use real world examples on how things worked to balance a video game because well... yeah. Other pro tip, they did increase siege damage, maybe play the PTS and test before complaining on the forms.... makes you look silly.
Umm I played the pts a lot. I have a templar and dk too, my main is a sorc.
Negate sucks now in comparison. Absorption Field on live:
Stuns
Dispells any effects and heals me
Anyone who casts a spell targeted inside my negate heals me, ground based aoe casted outside my negate that come inside my negate heal me.
The negate in 1.6 sucks in comparison.
Furthermore, I know siege ignores armor now, but it doesn't do enough base damage to players. 50% more damage on a crap base damage is not going to make much of a difference.
Yes, by comparison it is extremely weaker. Which says a lot about how freaking fantastic that ultimate was before because as an ultimate in 1.6.... it is still unbelievably strong. It counters the other most powerful ultimates in the game..... are you serious?
And btw, they also increased based siege damage by 10%, siege on live is already ridiculously strong when used correctly. L2siege
You're a sorc aren't you?
If you think negate is useless after 1.6..... you haven't been paying attention.
Other pro tips, siege is ridiculously powerful.... you're using it wrong. Second, don't use real world examples on how things worked to balance a video game because well... yeah. Other pro tip, they did increase siege damage, maybe play the PTS and test before complaining on the forms.... makes you look silly.
Umm I played the pts a lot. I have a templar and dk too, my main is a sorc.
Negate sucks now in comparison. Absorption Field on live:
Stuns
Dispells any effects and heals me
Anyone who casts a spell targeted inside my negate heals me, ground based aoe casted outside my negate that come inside my negate heal me.
The negate in 1.6 sucks in comparison.
Furthermore, I know siege ignores armor now, but it doesn't do enough base damage to players. 50% more damage on a crap base damage is not going to make much of a difference.
Yes, by comparison it is extremely weaker. Which says a lot about how freaking fantastic that ultimate was before because as an ultimate in 1.6.... it is still unbelievably strong. It counters the other most powerful ultimates in the game..... are you serious?
And btw, they also increased based siege damage by 10%, siege on live is already ridiculously strong when used correctly. L2siege
the rest of the Dark Magic tree outside of Crystal Fragments is pretty terrible. Dark Conversion is good if your running away and have space to trade some stamina, but Encase, Rune Prison, and even Daedric Mines are not that great. Granted Mines on the PTS are a bit better, but its still not a great skill. So Negate being as good as it was balanced that tree.
You're a sorc aren't you?
If you think negate is useless after 1.6..... you haven't been paying attention.
Other pro tips, siege is ridiculously powerful.... you're using it wrong. Second, don't use real world examples on how things worked to balance a video game because well... yeah. Other pro tip, they did increase siege damage, maybe play the PTS and test before complaining on the forms.... makes you look silly.
Umm I played the pts a lot. I have a templar and dk too, my main is a sorc.
Negate sucks now in comparison. Absorption Field on live:
Stuns
Dispells any effects and heals me
Anyone who casts a spell targeted inside my negate heals me, ground based aoe casted outside my negate that come inside my negate heal me.
The negate in 1.6 sucks in comparison.
Furthermore, I know siege ignores armor now, but it doesn't do enough base damage to players. 50% more damage on a crap base damage is not going to make much of a difference.
Yes, by comparison it is extremely weaker. Which says a lot about how freaking fantastic that ultimate was before because as an ultimate in 1.6.... it is still unbelievably strong. It counters the other most powerful ultimates in the game..... are you serious?
And btw, they also increased based siege damage by 10%, siege on live is already ridiculously strong when used correctly. L2siege
the rest of the Dark Magic tree outside of Crystal Fragments is pretty terrible. Dark Conversion is good if your running away and have space to trade some stamina, but Encase, Rune Prison, and even Daedric Mines are not that great. Granted Mines on the PTS are a bit better, but its still not a great skill. So Negate being as good as it was balanced that tree.
Just a quick tip, welcome to most other class skill lines sorry its just the trust most of the abilities suck.
You're a sorc aren't you?
If you think negate is useless after 1.6..... you haven't been paying attention.
Other pro tips, siege is ridiculously powerful.... you're using it wrong. Second, don't use real world examples on how things worked to balance a video game because well... yeah. Other pro tip, they did increase siege damage, maybe play the PTS and test before complaining on the forms.... makes you look silly.
Umm I played the pts a lot. I have a templar and dk too, my main is a sorc.
Negate sucks now in comparison. Absorption Field on live:
Stuns
Dispells any effects and heals me
Anyone who casts a spell targeted inside my negate heals me, ground based aoe casted outside my negate that come inside my negate heal me.
The negate in 1.6 sucks in comparison.
Furthermore, I know siege ignores armor now, but it doesn't do enough base damage to players. 50% more damage on a crap base damage is not going to make much of a difference.
Yes, by comparison it is extremely weaker. Which says a lot about how freaking fantastic that ultimate was before because as an ultimate in 1.6.... it is still unbelievably strong. It counters the other most powerful ultimates in the game..... are you serious?
And btw, they also increased based siege damage by 10%, siege on live is already ridiculously strong when used correctly. L2siege
the rest of the Dark Magic tree outside of Crystal Fragments is pretty terrible. Dark Conversion is good if your running away and have space to trade some stamina, but Encase, Rune Prison, and even Daedric Mines are not that great. Granted Mines on the PTS are a bit better, but its still not a great skill. So Negate being as good as it was balanced that tree.
You're a sorc aren't you?
If you think negate is useless after 1.6..... you haven't been paying attention.
Other pro tips, siege is ridiculously powerful.... you're using it wrong. Second, don't use real world examples on how things worked to balance a video game because well... yeah. Other pro tip, they did increase siege damage, maybe play the PTS and test before complaining on the forms.... makes you look silly.
Umm I played the pts a lot. I have a templar and dk too, my main is a sorc.
Negate sucks now in comparison. Absorption Field on live:
Stuns
Dispells any effects and heals me
Anyone who casts a spell targeted inside my negate heals me, ground based aoe casted outside my negate that come inside my negate heal me.
The negate in 1.6 sucks in comparison.
Furthermore, I know siege ignores armor now, but it doesn't do enough base damage to players. 50% more damage on a crap base damage is not going to make much of a difference.
Yes, by comparison it is extremely weaker. Which says a lot about how freaking fantastic that ultimate was before because as an ultimate in 1.6.... it is still unbelievably strong. It counters the other most powerful ultimates in the game..... are you serious?
And btw, they also increased based siege damage by 10%, siege on live is already ridiculously strong when used correctly. L2siege
the rest of the Dark Magic tree outside of Crystal Fragments is pretty terrible. Dark Conversion is good if your running away and have space to trade some stamina, but Encase, Rune Prison, and even Daedric Mines are not that great. Granted Mines on the PTS are a bit better, but its still not a great skill. So Negate being as good as it was balanced that tree.
Encase is one of the best skills we have.
You're a sorc aren't you?
If you think negate is useless after 1.6..... you haven't been paying attention.
Other pro tips, siege is ridiculously powerful.... you're using it wrong. Second, don't use real world examples on how things worked to balance a video game because well... yeah. Other pro tip, they did increase siege damage, maybe play the PTS and test before complaining on the forms.... makes you look silly.
Umm I played the pts a lot. I have a templar and dk too, my main is a sorc.
Negate sucks now in comparison. Absorption Field on live:
Stuns
Dispells any effects and heals me
Anyone who casts a spell targeted inside my negate heals me, ground based aoe casted outside my negate that come inside my negate heal me.
The negate in 1.6 sucks in comparison.
Furthermore, I know siege ignores armor now, but it doesn't do enough base damage to players. 50% more damage on a crap base damage is not going to make much of a difference.
Yes, by comparison it is extremely weaker. Which says a lot about how freaking fantastic that ultimate was before because as an ultimate in 1.6.... it is still unbelievably strong. It counters the other most powerful ultimates in the game..... are you serious?
And btw, they also increased based siege damage by 10%, siege on live is already ridiculously strong when used correctly. L2siege
the rest of the Dark Magic tree outside of Crystal Fragments is pretty terrible. Dark Conversion is good if your running away and have space to trade some stamina, but Encase, Rune Prison, and even Daedric Mines are not that great. Granted Mines on the PTS are a bit better, but its still not a great skill. So Negate being as good as it was balanced that tree.
Encase is one of the best skills we have.
indeed, but on live it costs way too much. I like Restraining Prison, but the cost on live...wow....its just way too much. on PTS its darn near impossible to Encase a target that is running around like you can on live, it just doesn't work, their is some kind of delay their. maybe this is fixed with todays PTS maintenance?
You're a sorc aren't you?
If you think negate is useless after 1.6..... you haven't been paying attention.
Other pro tips, siege is ridiculously powerful.... you're using it wrong. Second, don't use real world examples on how things worked to balance a video game because well... yeah. Other pro tip, they did increase siege damage, maybe play the PTS and test before complaining on the forms.... makes you look silly.
Umm I played the pts a lot. I have a templar and dk too, my main is a sorc.
Negate sucks now in comparison. Absorption Field on live:
Stuns
Dispells any effects and heals me
Anyone who casts a spell targeted inside my negate heals me, ground based aoe casted outside my negate that come inside my negate heal me.
The negate in 1.6 sucks in comparison.
Furthermore, I know siege ignores armor now, but it doesn't do enough base damage to players. 50% more damage on a crap base damage is not going to make much of a difference.
Yes, by comparison it is extremely weaker. Which says a lot about how freaking fantastic that ultimate was before because as an ultimate in 1.6.... it is still unbelievably strong. It counters the other most powerful ultimates in the game..... are you serious?
And btw, they also increased based siege damage by 10%, siege on live is already ridiculously strong when used correctly. L2siege
the rest of the Dark Magic tree outside of Crystal Fragments is pretty terrible. Dark Conversion is good if your running away and have space to trade some stamina, but Encase, Rune Prison, and even Daedric Mines are not that great. Granted Mines on the PTS are a bit better, but its still not a great skill. So Negate being as good as it was balanced that tree.
Encase is one of the best skills we have.
indeed, but on live it costs way too much. I like Restraining Prison, but the cost on live...wow....its just way too much. on PTS its darn near impossible to Encase a target that is running around like you can on live, it just doesn't work, their is some kind of delay their. maybe this is fixed with todays PTS maintenance?
Restraining Prison is extremely cheap for the power of the spell. I would argue that it needs to be increased.
People seem surprised Negate has been nerfed. it currently is just a spam fest and laughable.
bad negate; bobs negate;bad negate; jims negate;bad negate; henry's negate; bad negate... wipe
wtf!! neeed mooar sorcs
The way i see 1.6, you think zerging is bad now, just wait. Zerging will be even worse in 1.6. the sad thing is, small organized groups will no longer have any viable counters to it, as i will explain below.
Lets see here:
1. Negate - They nerfed Negate to uselessness, Absorption Field and the other morph of Negate flat out suck now, not even worth a spot on my bar.
-No more healing when dispelling effects,
-folks can cast all the AOE's they want inside the Negate as long as they are standing just outside of the bubble, those effects are no longer dispelled.
-it no longer dispels things inside its bubble for the duration as new skills can be cast right into it.
-it no longer stuns
so it really Negates nothing which means its useless.
Negate was the the only zerg buster skill Sorcs/Small groups had and now its gone....its obvious ZOS wants this game to be ruled by zerging, else they wouldn't have nerfed one of the main counters to zergs which was Negate. This is the reason so many folks ran it.
The only reason most Sorcs ran Negate on live is because of Zergs...see that 40+ group of pugs charging up the stairs outside Arrius mine? Dropping a Negate on them was the only counter to push them back with 12-15 organized people. Now, 40+ Zergs will have no problem just zerging over people trying to do anything at resources...all this will lead too is 80-100+ man zergs fighting over resources and keeps with no real strategy whatsoever but mindless lemming like zerging.
2. Siege- Considering Siege is still useless IMO because it don't do enough damage to players...i can still shoot a DK at point blank range with a Fire Ballista on the PTS and he can shrug it off like nothing...by golly you can die in 3-4 spells Crushing Shock, Heck Crit Charging with a great sword does more damage then a damn Ballista. I guess charging with a sword is more dangerous than getting shot with a piece of Field Artillery, because you know, being shot with the equivalent of Howitzer just doesn't matter in ESO.
Zerging will be king in 1.6 due to Siege not being strong enough and Negate being nerfed so hard. Siege ignoring Armor is not enough, it needs to do about 70% more damage then it does now and ignore armor, and the Siege itself needs to have less HP...you don't want to die to Artillery fire? then get out of the damn red circle...you should not be able to stand their and heal through it.
Furthermore, 2-3 smart players with siege set up in the right places should be capable of wiping larger groups standing on the flag at resources due to superior strategy, instead the opposite is true and the zerg has the advantage even against players with superior tactical positioning.....Increasing siege damage would put an end to this zerging nonsense that is ruining the game...and force these large groups to use strategy such as flanking the sieges or putting siege down of their own and returning fire....right now, having the "high ground" or superior defensive position doesn't matter against zergs because they can charge right through Field Artillery fire like it doesn't even matter, even on the PTS siege does pathetic damage compared to player skills and its ***(excuse my language) dropping a Negate on their heads from a position of tactical advantage will no longer matter either due to its nerfed into useless state.
As it stands right now, its impossible to wage any type of "Defensive Warfare". Siege doesn't do enough damage to make that viable. 20 players who are good should be more then capable of fending of 80-100 attackers, in a structure such as a castle. afterall, in Middle Ages War fare, taking a castle was no easy feat...first you had to bust the walls or scale them while having boiling oil and siege fire/catapults with archers firing on you...but since siege does such pathetic damage to players, they can simply walk right through it while spamming healing springs and it doesn't even matter. The 20 siege limit for defenders, along with sieges terrible damage to players just makes this problem more apparent. This in turn makes it near useless for even good players to successful defend a keep even with superior strategy. Siege offers no real threat of the attacker taking heavy causalities at the breech because they can just walk right though the stuff like it doesn't even matter.
Conclusion: Long story short, this game will become 100% a zerg fest...and if you want any hope of surviving, you best roll a Sorc and get used to spamming Bolt Escape..hop in, kill someone, Bolt Escape out, use LOS, pop Dark Conversion, rinse and repeat...because outside of running away from the zergs with Bolt Escape, you won't have any other viable options, as Siege don't do enough damage, and dropping a Negate on a zerg now will do little to stop them, on live Negate is a game changer and a very good zerg counter, on PTS, its not even an inconvenience.
If ZOS is smart, they will make siege more effective against players(really should un-nerf Negate too, but thats doubtful), if they don't, this game will become nothing more then who can bring the largest zerg, not who can play the better tactics. I personally do not find that fun at all.
xsorusb14_ESO wrote: »The way i see 1.6, you think zerging is bad now, just wait. Zerging will be even worse in 1.6. the sad thing is, small organized groups will no longer have any viable counters to it, as i will explain below.
Lets see here:
1. Negate - They nerfed Negate to uselessness, Absorption Field and the other morph of Negate flat out suck now, not even worth a spot on my bar.
-No more healing when dispelling effects,
-folks can cast all the AOE's they want inside the Negate as long as they are standing just outside of the bubble, those effects are no longer dispelled.
-it no longer dispels things inside its bubble for the duration as new skills can be cast right into it.
-it no longer stuns
so it really Negates nothing which means its useless.
Negate was the the only zerg buster skill Sorcs/Small groups had and now its gone....its obvious ZOS wants this game to be ruled by zerging, else they wouldn't have nerfed one of the main counters to zergs which was Negate. This is the reason so many folks ran it.
The only reason most Sorcs ran Negate on live is because of Zergs...see that 40+ group of pugs charging up the stairs outside Arrius mine? Dropping a Negate on them was the only counter to push them back with 12-15 organized people. Now, 40+ Zergs will have no problem just zerging over people trying to do anything at resources...all this will lead too is 80-100+ man zergs fighting over resources and keeps with no real strategy whatsoever but mindless lemming like zerging.
2. Siege- Considering Siege is still useless IMO because it don't do enough damage to players...i can still shoot a DK at point blank range with a Fire Ballista on the PTS and he can shrug it off like nothing...by golly you can die in 3-4 spells Crushing Shock, Heck Crit Charging with a great sword does more damage then a damn Ballista. I guess charging with a sword is more dangerous than getting shot with a piece of Field Artillery, because you know, being shot with the equivalent of Howitzer just doesn't matter in ESO.
Zerging will be king in 1.6 due to Siege not being strong enough and Negate being nerfed so hard. Siege ignoring Armor is not enough, it needs to do about 70% more damage then it does now and ignore armor, and the Siege itself needs to have less HP...you don't want to die to Artillery fire? then get out of the damn red circle...you should not be able to stand their and heal through it.
Furthermore, 2-3 smart players with siege set up in the right places should be capable of wiping larger groups standing on the flag at resources due to superior strategy, instead the opposite is true and the zerg has the advantage even against players with superior tactical positioning.....Increasing siege damage would put an end to this zerging nonsense that is ruining the game...and force these large groups to use strategy such as flanking the sieges or putting siege down of their own and returning fire....right now, having the "high ground" or superior defensive position doesn't matter against zergs because they can charge right through Field Artillery fire like it doesn't even matter, even on the PTS siege does pathetic damage compared to player skills and its ***(excuse my language) dropping a Negate on their heads from a position of tactical advantage will no longer matter either due to its nerfed into useless state.
As it stands right now, its impossible to wage any type of "Defensive Warfare". Siege doesn't do enough damage to make that viable. 20 players who are good should be more then capable of fending of 80-100 attackers, in a structure such as a castle. afterall, in Middle Ages War fare, taking a castle was no easy feat...first you had to bust the walls or scale them while having boiling oil and siege fire/catapults with archers firing on you...but since siege does such pathetic damage to players, they can simply walk right through it while spamming healing springs and it doesn't even matter. The 20 siege limit for defenders, along with sieges terrible damage to players just makes this problem more apparent. This in turn makes it near useless for even good players to successful defend a keep even with superior strategy. Siege offers no real threat of the attacker taking heavy causalities at the breech because they can just walk right though the stuff like it doesn't even matter.
Conclusion: Long story short, this game will become 100% a zerg fest...and if you want any hope of surviving, you best roll a Sorc and get used to spamming Bolt Escape..hop in, kill someone, Bolt Escape out, use LOS, pop Dark Conversion, rinse and repeat...because outside of running away from the zergs with Bolt Escape, you won't have any other viable options, as Siege don't do enough damage, and dropping a Negate on a zerg now will do little to stop them, on live Negate is a game changer and a very good zerg counter, on PTS, its not even an inconvenience.
If ZOS is smart, they will make siege more effective against players(really should un-nerf Negate too, but thats doubtful), if they don't, this game will become nothing more then who can bring the largest zerg, not who can play the better tactics. I personally do not find that fun at all.
Guide to fighting zergs in 1.6
Step 1 - Slot Meteor
The End
Until Purge ceases to negate the majority of siege damage, especially oil, than there is no hope for a higher skill level to battles in Cyrodiil.
Watching a stream of players rush past a gauntlet of 6-7 oils unscathed... makes me wonder what exactly was passing for discussion amongst the PvP developers, to put it politely.
johan.danielsson1994b16_ESO wrote: »xsorusb14_ESO wrote: »The way i see 1.6, you think zerging is bad now, just wait. Zerging will be even worse in 1.6. the sad thing is, small organized groups will no longer have any viable counters to it, as i will explain below.
Lets see here:
1. Negate - They nerfed Negate to uselessness, Absorption Field and the other morph of Negate flat out suck now, not even worth a spot on my bar.
-No more healing when dispelling effects,
-folks can cast all the AOE's they want inside the Negate as long as they are standing just outside of the bubble, those effects are no longer dispelled.
-it no longer dispels things inside its bubble for the duration as new skills can be cast right into it.
-it no longer stuns
so it really Negates nothing which means its useless.
Negate was the the only zerg buster skill Sorcs/Small groups had and now its gone....its obvious ZOS wants this game to be ruled by zerging, else they wouldn't have nerfed one of the main counters to zergs which was Negate. This is the reason so many folks ran it.
The only reason most Sorcs ran Negate on live is because of Zergs...see that 40+ group of pugs charging up the stairs outside Arrius mine? Dropping a Negate on them was the only counter to push them back with 12-15 organized people. Now, 40+ Zergs will have no problem just zerging over people trying to do anything at resources...all this will lead too is 80-100+ man zergs fighting over resources and keeps with no real strategy whatsoever but mindless lemming like zerging.
2. Siege- Considering Siege is still useless IMO because it don't do enough damage to players...i can still shoot a DK at point blank range with a Fire Ballista on the PTS and he can shrug it off like nothing...by golly you can die in 3-4 spells Crushing Shock, Heck Crit Charging with a great sword does more damage then a damn Ballista. I guess charging with a sword is more dangerous than getting shot with a piece of Field Artillery, because you know, being shot with the equivalent of Howitzer just doesn't matter in ESO.
Zerging will be king in 1.6 due to Siege not being strong enough and Negate being nerfed so hard. Siege ignoring Armor is not enough, it needs to do about 70% more damage then it does now and ignore armor, and the Siege itself needs to have less HP...you don't want to die to Artillery fire? then get out of the damn red circle...you should not be able to stand their and heal through it.
Furthermore, 2-3 smart players with siege set up in the right places should be capable of wiping larger groups standing on the flag at resources due to superior strategy, instead the opposite is true and the zerg has the advantage even against players with superior tactical positioning.....Increasing siege damage would put an end to this zerging nonsense that is ruining the game...and force these large groups to use strategy such as flanking the sieges or putting siege down of their own and returning fire....right now, having the "high ground" or superior defensive position doesn't matter against zergs because they can charge right through Field Artillery fire like it doesn't even matter, even on the PTS siege does pathetic damage compared to player skills and its ***(excuse my language) dropping a Negate on their heads from a position of tactical advantage will no longer matter either due to its nerfed into useless state.
As it stands right now, its impossible to wage any type of "Defensive Warfare". Siege doesn't do enough damage to make that viable. 20 players who are good should be more then capable of fending of 80-100 attackers, in a structure such as a castle. afterall, in Middle Ages War fare, taking a castle was no easy feat...first you had to bust the walls or scale them while having boiling oil and siege fire/catapults with archers firing on you...but since siege does such pathetic damage to players, they can simply walk right through it while spamming healing springs and it doesn't even matter. The 20 siege limit for defenders, along with sieges terrible damage to players just makes this problem more apparent. This in turn makes it near useless for even good players to successful defend a keep even with superior strategy. Siege offers no real threat of the attacker taking heavy causalities at the breech because they can just walk right though the stuff like it doesn't even matter.
Conclusion: Long story short, this game will become 100% a zerg fest...and if you want any hope of surviving, you best roll a Sorc and get used to spamming Bolt Escape..hop in, kill someone, Bolt Escape out, use LOS, pop Dark Conversion, rinse and repeat...because outside of running away from the zergs with Bolt Escape, you won't have any other viable options, as Siege don't do enough damage, and dropping a Negate on a zerg now will do little to stop them, on live Negate is a game changer and a very good zerg counter, on PTS, its not even an inconvenience.
If ZOS is smart, they will make siege more effective against players(really should un-nerf Negate too, but thats doubtful), if they don't, this game will become nothing more then who can bring the largest zerg, not who can play the better tactics. I personally do not find that fun at all.
Guide to fighting zergs in 1.6
Step 1 - Slot Meteor
The End
Step 2 - use sword and shield reflect.
johan.danielsson1994b16_ESO wrote: »xsorusb14_ESO wrote: »The way i see 1.6, you think zerging is bad now, just wait. Zerging will be even worse in 1.6. the sad thing is, small organized groups will no longer have any viable counters to it, as i will explain below.
Lets see here:
1. Negate - They nerfed Negate to uselessness, Absorption Field and the other morph of Negate flat out suck now, not even worth a spot on my bar.
-No more healing when dispelling effects,
-folks can cast all the AOE's they want inside the Negate as long as they are standing just outside of the bubble, those effects are no longer dispelled.
-it no longer dispels things inside its bubble for the duration as new skills can be cast right into it.
-it no longer stuns
so it really Negates nothing which means its useless.
Negate was the the only zerg buster skill Sorcs/Small groups had and now its gone....its obvious ZOS wants this game to be ruled by zerging, else they wouldn't have nerfed one of the main counters to zergs which was Negate. This is the reason so many folks ran it.
The only reason most Sorcs ran Negate on live is because of Zergs...see that 40+ group of pugs charging up the stairs outside Arrius mine? Dropping a Negate on them was the only counter to push them back with 12-15 organized people. Now, 40+ Zergs will have no problem just zerging over people trying to do anything at resources...all this will lead too is 80-100+ man zergs fighting over resources and keeps with no real strategy whatsoever but mindless lemming like zerging.
2. Siege- Considering Siege is still useless IMO because it don't do enough damage to players...i can still shoot a DK at point blank range with a Fire Ballista on the PTS and he can shrug it off like nothing...by golly you can die in 3-4 spells Crushing Shock, Heck Crit Charging with a great sword does more damage then a damn Ballista. I guess charging with a sword is more dangerous than getting shot with a piece of Field Artillery, because you know, being shot with the equivalent of Howitzer just doesn't matter in ESO.
Zerging will be king in 1.6 due to Siege not being strong enough and Negate being nerfed so hard. Siege ignoring Armor is not enough, it needs to do about 70% more damage then it does now and ignore armor, and the Siege itself needs to have less HP...you don't want to die to Artillery fire? then get out of the damn red circle...you should not be able to stand their and heal through it.
Furthermore, 2-3 smart players with siege set up in the right places should be capable of wiping larger groups standing on the flag at resources due to superior strategy, instead the opposite is true and the zerg has the advantage even against players with superior tactical positioning.....Increasing siege damage would put an end to this zerging nonsense that is ruining the game...and force these large groups to use strategy such as flanking the sieges or putting siege down of their own and returning fire....right now, having the "high ground" or superior defensive position doesn't matter against zergs because they can charge right through Field Artillery fire like it doesn't even matter, even on the PTS siege does pathetic damage compared to player skills and its ***(excuse my language) dropping a Negate on their heads from a position of tactical advantage will no longer matter either due to its nerfed into useless state.
As it stands right now, its impossible to wage any type of "Defensive Warfare". Siege doesn't do enough damage to make that viable. 20 players who are good should be more then capable of fending of 80-100 attackers, in a structure such as a castle. afterall, in Middle Ages War fare, taking a castle was no easy feat...first you had to bust the walls or scale them while having boiling oil and siege fire/catapults with archers firing on you...but since siege does such pathetic damage to players, they can simply walk right through it while spamming healing springs and it doesn't even matter. The 20 siege limit for defenders, along with sieges terrible damage to players just makes this problem more apparent. This in turn makes it near useless for even good players to successful defend a keep even with superior strategy. Siege offers no real threat of the attacker taking heavy causalities at the breech because they can just walk right though the stuff like it doesn't even matter.
Conclusion: Long story short, this game will become 100% a zerg fest...and if you want any hope of surviving, you best roll a Sorc and get used to spamming Bolt Escape..hop in, kill someone, Bolt Escape out, use LOS, pop Dark Conversion, rinse and repeat...because outside of running away from the zergs with Bolt Escape, you won't have any other viable options, as Siege don't do enough damage, and dropping a Negate on a zerg now will do little to stop them, on live Negate is a game changer and a very good zerg counter, on PTS, its not even an inconvenience.
If ZOS is smart, they will make siege more effective against players(really should un-nerf Negate too, but thats doubtful), if they don't, this game will become nothing more then who can bring the largest zerg, not who can play the better tactics. I personally do not find that fun at all.
Guide to fighting zergs in 1.6
Step 1 - Slot Meteor
The End
Step 2 - use sword and shield reflect.
step 3.
stack/spam damage shields
johan.danielsson1994b16_ESO wrote: »xsorusb14_ESO wrote: »The way i see 1.6, you think zerging is bad now, just wait. Zerging will be even worse in 1.6. the sad thing is, small organized groups will no longer have any viable counters to it, as i will explain below.
Lets see here:
1. Negate - They nerfed Negate to uselessness, Absorption Field and the other morph of Negate flat out suck now, not even worth a spot on my bar.
-No more healing when dispelling effects,
-folks can cast all the AOE's they want inside the Negate as long as they are standing just outside of the bubble, those effects are no longer dispelled.
-it no longer dispels things inside its bubble for the duration as new skills can be cast right into it.
-it no longer stuns
so it really Negates nothing which means its useless.
Negate was the the only zerg buster skill Sorcs/Small groups had and now its gone....its obvious ZOS wants this game to be ruled by zerging, else they wouldn't have nerfed one of the main counters to zergs which was Negate. This is the reason so many folks ran it.
The only reason most Sorcs ran Negate on live is because of Zergs...see that 40+ group of pugs charging up the stairs outside Arrius mine? Dropping a Negate on them was the only counter to push them back with 12-15 organized people. Now, 40+ Zergs will have no problem just zerging over people trying to do anything at resources...all this will lead too is 80-100+ man zergs fighting over resources and keeps with no real strategy whatsoever but mindless lemming like zerging.
2. Siege- Considering Siege is still useless IMO because it don't do enough damage to players...i can still shoot a DK at point blank range with a Fire Ballista on the PTS and he can shrug it off like nothing...by golly you can die in 3-4 spells Crushing Shock, Heck Crit Charging with a great sword does more damage then a damn Ballista. I guess charging with a sword is more dangerous than getting shot with a piece of Field Artillery, because you know, being shot with the equivalent of Howitzer just doesn't matter in ESO.
Zerging will be king in 1.6 due to Siege not being strong enough and Negate being nerfed so hard. Siege ignoring Armor is not enough, it needs to do about 70% more damage then it does now and ignore armor, and the Siege itself needs to have less HP...you don't want to die to Artillery fire? then get out of the damn red circle...you should not be able to stand their and heal through it.
Furthermore, 2-3 smart players with siege set up in the right places should be capable of wiping larger groups standing on the flag at resources due to superior strategy, instead the opposite is true and the zerg has the advantage even against players with superior tactical positioning.....Increasing siege damage would put an end to this zerging nonsense that is ruining the game...and force these large groups to use strategy such as flanking the sieges or putting siege down of their own and returning fire....right now, having the "high ground" or superior defensive position doesn't matter against zergs because they can charge right through Field Artillery fire like it doesn't even matter, even on the PTS siege does pathetic damage compared to player skills and its ***(excuse my language) dropping a Negate on their heads from a position of tactical advantage will no longer matter either due to its nerfed into useless state.
As it stands right now, its impossible to wage any type of "Defensive Warfare". Siege doesn't do enough damage to make that viable. 20 players who are good should be more then capable of fending of 80-100 attackers, in a structure such as a castle. afterall, in Middle Ages War fare, taking a castle was no easy feat...first you had to bust the walls or scale them while having boiling oil and siege fire/catapults with archers firing on you...but since siege does such pathetic damage to players, they can simply walk right through it while spamming healing springs and it doesn't even matter. The 20 siege limit for defenders, along with sieges terrible damage to players just makes this problem more apparent. This in turn makes it near useless for even good players to successful defend a keep even with superior strategy. Siege offers no real threat of the attacker taking heavy causalities at the breech because they can just walk right though the stuff like it doesn't even matter.
Conclusion: Long story short, this game will become 100% a zerg fest...and if you want any hope of surviving, you best roll a Sorc and get used to spamming Bolt Escape..hop in, kill someone, Bolt Escape out, use LOS, pop Dark Conversion, rinse and repeat...because outside of running away from the zergs with Bolt Escape, you won't have any other viable options, as Siege don't do enough damage, and dropping a Negate on a zerg now will do little to stop them, on live Negate is a game changer and a very good zerg counter, on PTS, its not even an inconvenience.
If ZOS is smart, they will make siege more effective against players(really should un-nerf Negate too, but thats doubtful), if they don't, this game will become nothing more then who can bring the largest zerg, not who can play the better tactics. I personally do not find that fun at all.
Guide to fighting zergs in 1.6
Step 1 - Slot Meteor
The End
Step 2 - use sword and shield reflect.