RinaldoGandolphi wrote: »@xylena The whole flag system really needs to go in general.
Capturing a keep should Require
1. All resources must be captured.(Farm, Lumber Mill, and Farm) before the walls will even take damage.
2. All Enemy players within keep should be required to be dead and the walls repaired to 100% before the keep can flip hands.
As it stand right now, keeps are simply too easy to take...there is no "Defensive Advantage" in ESO to having a keep or even high ground. Following guidelines 1 and 2 would mean the team trying to take the keep would have to do much more then stand on a flag to take it, and would face far more opposition in securing the keep that would only be good for the game.
Make Siege DOT's Unpurgable and actually give a 20% damage bonus to players and siege who are attacking a target from a position of high ground...an archer shooting at me from the top of a hill or the top of a keep wall should get a damage bonus against me, siege being fired from an elevated position over its targets should also get a high ground 20% damage bonus.
Right now, Defense have no advantage and offense has all the advantages, it makes defending keeps a pointless affair....as its nothing more then a numbers game instead of a tactics game.
the meta for taking a keep right now is siege the walls, stack in the largest group you can get, spam purge and heals while charging the breech with Barrier and spam AOE on the flag with meteor/bats/impulse/steel tornado lagging everything out and flipping the flag...defenders have no chance unless they have an equal number of people and even then its only 50-50 the lag won't cheat you out of the keep anyways.
Sallington wrote: »Anything useful that players are wanting added into the game all fall under the category of "Yer ruinin my 'mersion!"
RinaldoGandolphi wrote: »@xylena The whole flag system really needs to go in general.
Capturing a keep should Require
1. All resources must be captured.(Farm, Lumber Mill, and Farm) before the walls will even take damage.
2. All Enemy players within keep should be required to be dead and the walls repaired to 100% before the keep can flip hands.
As it stand right now, keeps are simply too easy to take...there is no "Defensive Advantage" in ESO to having a keep or even high ground. Following guidelines 1 and 2 would mean the team trying to take the keep would have to do much more then stand on a flag to take it, and would face far more opposition in securing the keep that would only be good for the game.
Make Siege DOT's Unpurgable and actually give a 20% damage bonus to players and siege who are attacking a target from a position of high ground...an archer shooting at me from the top of a hill or the top of a keep wall should get a damage bonus against me, siege being fired from an elevated position over its targets should also get a high ground 20% damage bonus.
Right now, Defense have no advantage and offense has all the advantages, it makes defending keeps a pointless affair....as its nothing more then a numbers game instead of a tactics game.
the meta for taking a keep right now is siege the walls, stack in the largest group you can get, spam purge and heals while charging the breech with Barrier and spam AOE on the flag with meteor/bats/impulse/steel tornado lagging everything out and flipping the flag...defenders have no chance unless they have an equal number of people and even then its only 50-50 the lag won't cheat you out of the keep anyways.
nah i dont think that should be the way.
but the time needed to open a gap needs to be revised. breaking a door should be significantly faster than breaking down a wall/side door but aswell needs to be increased to ~8-10mins (maindoor) 20mins+ for a wall with maximum amount of possible trebs.
cozmon3c_ESO wrote: »RinaldoGandolphi wrote: »@xylena The whole flag system really needs to go in general.
Capturing a keep should Require
1. All resources must be captured.(Farm, Lumber Mill, and Farm) before the walls will even take damage.
2. All Enemy players within keep should be required to be dead and the walls repaired to 100% before the keep can flip hands.
As it stand right now, keeps are simply too easy to take...there is no "Defensive Advantage" in ESO to having a keep or even high ground. Following guidelines 1 and 2 would mean the team trying to take the keep would have to do much more then stand on a flag to take it, and would face far more opposition in securing the keep that would only be good for the game.
Make Siege DOT's Unpurgable and actually give a 20% damage bonus to players and siege who are attacking a target from a position of high ground...an archer shooting at me from the top of a hill or the top of a keep wall should get a damage bonus against me, siege being fired from an elevated position over its targets should also get a high ground 20% damage bonus.
Right now, Defense have no advantage and offense has all the advantages, it makes defending keeps a pointless affair....as its nothing more then a numbers game instead of a tactics game.
the meta for taking a keep right now is siege the walls, stack in the largest group you can get, spam purge and heals while charging the breech with Barrier and spam AOE on the flag with meteor/bats/impulse/steel tornado lagging everything out and flipping the flag...defenders have no chance unless they have an equal number of people and even then its only 50-50 the lag won't cheat you out of the keep anyways.
nah i dont think that should be the way.
but the time needed to open a gap needs to be revised. breaking a door should be significantly faster than breaking down a wall/side door but aswell needs to be increased to ~8-10mins (maindoor) 20mins+ for a wall with maximum amount of possible trebs.
oh yes because pv'wall is so fun as it is right now, you want to add more time to do it. lol.
I can't think of anything more boring than sieging a wall right now. If anything the time to break through an outer wall at least should be decreased. Maybe they could instead put limits on the damage a wall can take during a period of time to stop the 30 man siege zerg from blowing through walls in a minute, but not screw a smaller group with only 3-4 siege trying to take down a wall to get some actual PvP.
This is why I pretty much avoid keep assaults like the plague. I haven't sieged a wall since November.
Sorry Xy, you're not going to get an answer. ZOS has the PvP folks on "ignore".
Joy_Division wrote: »The OP is less concerned about the mechanics of taking a keep then the fact 8 people, with NPC support, stand little chance taking out 24 opposing players no matter what they try to do.
see if there's a huge pile of dead AD on the flag and few EP still alive defending... why is the game registering this as a "win" for AD and flipping the keep from red to yellow?
Sallington wrote: »Anything useful that players are wanting added into the game all fall under the category of "Yer ruinin my 'mersion!"