BackAndAngry wrote: »I propose to revert entirely the Cyro patch changes.
Siege damage nerf means less interest in sieging and it's already obvious since the patch not even once on normal siege battle I've seen maximum siege over limit (except for ninja taking a keep)
Even siege proccing sets which was a fun thing to play around with and niche builds gone... less interest in sieging added. Sloads so nerfed it was removed from the server except for the ocasional very casual and distracted player.
Less practical dticks, which also diminishes interest in defending, so quicker battles. AP is a currency after all.
No one needs the new recall stones... suicide (free) or /stuck (146g) is much more efficient and no inventory slots taken (and no AP spent)
Who comes up wtih these ideas... and worse... who signs off this beyond a powerpoint presentation?!
What needed fixing like the glitched walls ... no ETA.
BackAndAngry wrote: »I propose to revert entirely the Cyro patch changes.
Siege damage nerf means less interest in sieging and it's already obvious since the patch not even once on normal siege battle I've seen maximum siege over limit (except for ninja taking a keep)
Even siege proccing sets which was a fun thing to play around with and niche builds gone... less interest in sieging added. Sloads so nerfed it was removed from the server except for the ocasional very casual and distracted player.
Less practical dticks, which also diminishes interest in defending, so quicker battles. AP is a currency after all.
No one needs the new recall stones... suicide (free) or /stuck (146g) is much more efficient and no inventory slots taken (and no AP spent)
Who comes up wtih these ideas... and worse... who signs off this beyond a powerpoint presentation?!
What needed fixing like the glitched walls ... no ETA.
This is why I unsubbed lol. Path after patch they promise PvP fixes only to bring changes no one asked for, don’t fix what was broken and break new stuff. The devs do not have the experience in PvP to know what actually needs changing apparently and it’s showing no signs of changing.
IxSTALKERxI wrote: »Fellow stonemasons assemble! There is much repairing to be done.
BackAndAngry wrote: »I propose to revert entirely the Cyro patch changes.
Siege damage nerf means less interest in sieging and it's already obvious since the patch not even once on normal siege battle I've seen maximum siege over limit (except for ninja taking a keep)
Even siege proccing sets which was a fun thing to play around with and niche builds gone... less interest in sieging added. Sloads so nerfed it was removed from the server except for the ocasional very casual and distracted player.
Less practical dticks, which also diminishes interest in defending, so quicker battles. AP is a currency after all.
No one needs the new recall stones... suicide (free) or /stuck (146g) is much more efficient and no inventory slots taken (and no AP spent)
Who comes up wtih these ideas... and worse... who signs off this beyond a powerpoint presentation?!
What needed fixing like the glitched walls ... no ETA.
This is why I unsubbed lol. Path after patch they promise PvP fixes only to bring changes no one asked for, don’t fix what was broken and break new stuff. The devs do not have the experience in PvP to know what actually needs changing apparently and it’s showing no signs of changing.
It's been far too long that keeps were easy takes. The wall health is fine in fact it should go higher. Bursting a keep in under 1 min was stupid and not realistic. little 5 man teams that can plow through a keep was game breaking. The fact that you now have to work in larger groups to take something is refreshing. The fact that we can port to a keep without transit is game changing. The reality should always be defending something earns more reward than PV dooring something just for the sake of objective farming.
CONGRATS TO ZOS FOR FINALLY LISTENING TO THE PLAYERS
I will add the buggy up and down grades need to be fixed though.
Vilestride wrote: »It's been far too long that keeps were easy takes. The wall health is fine in fact it should go higher. Bursting a keep in under 1 min was stupid and not realistic. little 5 man teams that can plow through a keep was game breaking. The fact that you now have to work in larger groups to take something is refreshing. The fact that we can port to a keep without transit is game changing. The reality should always be defending something earns more reward than PV dooring something just for the sake of objective farming.
CONGRATS TO ZOS FOR FINALLY LISTENING TO THE PLAYERS
I will add the buggy up and down grades need to be fixed though.
I cant beleive this but I actually agree with taran here. I'd rather not go back to enabling bursting an undefended keep, getting in and flipping flags all within 120 seconds.
Keep fights SHOULD be long, hard contested epic events. Not a quick in and out reach around then move on.
It's been far too long that keeps were easy takes. The wall health is fine in fact it should go higher. Bursting a keep in under 1 min was stupid and not realistic. little 5 man teams that can plow through a keep was game breaking. The fact that you now have to work in larger groups to take something is refreshing. The fact that we can port to a keep without transit is game changing. The reality should always be defending something earns more reward than PV dooring something just for the sake of objective farming.
CONGRATS TO ZOS FOR FINALLY LISTENING TO THE PLAYERS
I will add the buggy up and down grades need to be fixed though.
It's been far too long that keeps were easy takes. The wall health is fine in fact it should go higher. Bursting a keep in under 1 min was stupid and not realistic. little 5 man teams that can plow through a keep was game breaking. The fact that you now have to work in larger groups to take something is refreshing. The fact that we can port to a keep without transit is game changing. The reality should always be defending something earns more reward than PV dooring something just for the sake of objective farming.
CONGRATS TO ZOS FOR FINALLY LISTENING TO THE PLAYERS
I will add the buggy up and down grades need to be fixed though.
If you want the game realistic then they need to do it right. Where are siege towers, ladders, even sapping. Why is there a siege limit, how is THAT realistic? Why are players even allowed to 'repair' in the enemy?
Raising wall hp and increasing siege aoe is just a bandaid.
I will tell you what is happening right now, based on actual gameplay experience.
Right now keep battles consist of one faction sieging walls and the other faction repairing them. That's the majority of what is happening. Oils are hitting for 7.2k each so you can forget front door. Walls are the only other option to get in. By the time you take out a chunk of a wall the enemy faction has reinforced to a point that the whole faction is defending. What you end up with is everyone in one location and the map has ground to a complete standstill.
And RE porting to a keep, why would someone spend 20k ap when they can do it for free? /stuck or die to fall damage and save yourself 20k.
DirkRavenclaw wrote: »Siege Shield is now more effective, Ram is still easy to defend
DirkRavenclaw wrote: »Siege Shield is now more effective, Ram is still easy to defend
Yes, too bad the npcs spam negates non stop. One row of oils + npc negate and you're toast.
Septimus_Magna wrote: »Its only 18 hits if you have 20 ballista’s up, more power to the zerg..
crazy_catman21 wrote: »They should buff keep wall hp to discourage people from playing siege simulator & actually pvping
Vilestride wrote: »DirkRavenclaw wrote: »Siege Shield is now more effective, Ram is still easy to defend
Yes, too bad the npcs spam negates non stop. One row of oils + npc negate and you're toast.
And you didnt kill the NPCs before you started seiging because.....?