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.
Your getting exactly to the point i was eluding too, im glad im not the only one that sees this regularly.
xsorusb14_ESO wrote: »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 - I do the same thing and watch ya die since spells only reflect twice.
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.
Your getting exactly to the point i was eluding too, im glad im not the only one that sees this regularly.
Alluding to. Eluding to means to avoid. FYI.
siege damage is pathetic on 1.6 pts... i can stand underneath oil and self-heal without consequence or worry... i like the suggestion that siege do way more damage but have the engines themselves easier for opponents to destroy
siege damage is pathetic on 1.6 pts... i can stand underneath oil and self-heal without consequence or worry... i like the suggestion that siege do way more damage but have the engines themselves easier for opponents to destroy
How so?A lot of good points in this thread, but as far as that goes, only about 10% of you have thoroughly tested on PTS, so lets all give the new changes a chance to be tested on the live servers before we jump to conclusions or speculate on what is broken or not. For all we know the new changes will annihilate zergs and cause PvP warfare to become more like actual medieval warfare!
A lot of good points in this thread, but as far as that goes, only about 10% of you have thoroughly tested on PTS, so lets all give the new changes a chance to be tested on the live servers before we jump to conclusions or speculate on what is broken or not. For all we know the new changes will annihilate zergs and cause PvP warfare to become more like actual medieval warfare!
All this crying about siege is nuts. Time some ballista's or add organization. Giving a bunch of noobs 1 shot cannons does not sounds fun.
Or maybe instead of wasting an ultimate for one banner, just move out of it?i agree that the negate change does really help zerg balls a lot. further, i hate blobs using healing springs et al.
however, negate will still be one of the best ultimates. just take standard and nova. they will still cost significantly more than negate and apart from their synergy, everythign they do is over time. if you quickly counter even only ONE of those with an absorbtion field, you profit a lot. if there are additionaly things like healing springs inside, even better.
the biggest downfall atm is that meteor has its huge impact damage. tbh, i always liked meteor being useless - instant damage AoE ultimate abilities are never fun. Just wait until groups will start stacking meteors with (voice com) countdowns. it's funny for them a few times, but in the end, it makes for boring fights.
tl;dr: Agree on zerg-ball buffs but I wold glady trade templar ultimates for 1.62+ negates. "not even worth a slot on my bar" is ***, imho. If sorcs need love, it's anything but negate ultimate that needs to be improved / stay unnerfed.
Siege vs Player is no fun either. Siege weapons are more than fine in their current state
Jessica Folsom wrote:It's a very grey area.
Da'mara's gonna spec all those champ points into the meatpackaging and disease spreading tree i can feel it.
Am I the only one who'd be down for pvp in this game w/o siege? It's tactical, but it certainly isn't adding to my immersion to just run around w/ rapid dodging open field siege all day. keeps r cool.
On Live Server sieges are perfectly fine imo. Cant speak for PTS.
Princess_Asgari wrote: »On Live Server sieges are perfectly fine imo. Cant speak for PTS.
No way! .. On live if you pop barrier and shield stack you can go up to the archer guards running through 4+ oils and still have some shield left over. Oil needs to hit WAY harder than it does on live and on PTS. It has limited places it can be placed now and should do way more damage.
PvP shouldnt be balanced around 1 ultimate.