Gina has said they're looking at our feedback about siege. We don't know whether they'll revert them completely or buff them compared to the previous update.
https://forums.elderscrollsonline.com/en/discussion/comment/5862088#Comment_5862088ZOS_GinaBruno wrote: »Hey guys, just to clear things up - when it was said that this is something we're discussing, it wasn't to keep siege's currently-broken state. Just that we're talking about potentially increasing the damage of siege from how it's been. Again, nothing set it stone, we're just talking like you all are.
VaranisArano wrote: »Gina has said they're looking at our feedback about siege. We don't know whether they'll revert them completely or buff them compared to the previous update.
Well, we do know about what they are doing with the current broken state of siege.https://forums.elderscrollsonline.com/en/discussion/comment/5862088#Comment_5862088ZOS_GinaBruno wrote: »Hey guys, just to clear things up - when it was said that this is something we're discussing, it wasn't to keep siege's currently-broken state. Just that we're talking about potentially increasing the damage of siege from how it's been. Again, nothing set it stone, we're just talking like you all are.
Now, what the result of the "we're just talking like you all are" is going to be... who knows.
Now ppl just put a siege on the ground instead of 1v1 you... how stupid is this...
I do siege, take keeps, take objectives and I love the new siege engines so your statement is not very accurate.Soul_Demon wrote: »The siege damage can be increased, however the current state of damage is untenable. The only players who seem to like it don't siege or take keeps or objectives anyway, so of course they like it....it generates more people where they are.
Soul_Demon wrote: »Siege should be hard hitting, but without counter play as it currently is, no mitigations whatsoever- its not fun, but rather we see the static nature it creates.
Thats what you can allways do if you have good equipment and some skill. Sieges haven't changed that. The only difference is that with increased siege equipment damage you actually have to be even more aware of your and enemy positions on the battlefield.Soul_Demon wrote: »Players right now can only do four things. 1. Play a ganker or pug farmer
And before in order to capture a keep you just joined a group, placed some siege engines to break the wall faster than defenders could press "E". Then you stacked and crossed the breach while having wards and aoe heals spammed. The team with more players spamming heals and aoe won. There was completely no tactic involved. And if you were on the defending side then just by looking at team sizes you could easily predict who is going to win unless some new group comes to aid.Soul_Demon wrote: »Players right now can only do four things. 2. sit in keeps and defend from walls with siege
Actually you can't do that now. Unless a keep is completely empty then there is allways someone who can put several siege engines and defend untill reinforcements arrive. Before that person would have to have a bomb build to significantly slow down attackers.Soul_Demon wrote: »Players right now can only do four things. 3. PvDoor all the keeps that are not defended
New siege engines actually balance out chances against "enormous zergs"Soul_Demon wrote: »Players right now can only do four things. 4. form enormous zergs to deal with the attrition rate
Soul_Demon wrote: »So, you started a poll and give your opinion and then ask "what is your opinion" at the end.....so you could argue with others what their opinions are if it differs? I looked at the response and it would take nearly half a page of text to refute the points you bring up- since clearly you merely wanted to have a way to push what you wanted to say beyond the opening thoughts and were looking for a vehicle to do that. Let me just say not only are you wrong, but you are perfectly able to have those opinions and be wrong if you so desire.
InvictusApollo wrote: »Recently due to a bug all siege engines started overperforming. They are now capable of instantly killing a player. This forces people to roll dodge and play more tactically. Even my AD pug group started to use tactics! Sieging castles and outposts takes much longer and requires more effort. Defending a castle is a viable tactic. We don't see constant castle flipping depending on whose zerg group is near a castle. Attackers can no longer ram the gate while completely ignoring boiling oil. No longer can you stay on your siege engine while being targeted by an enemy siege engine. Siege engines are being deployed even during open field infantry battles. More players use stealth and flank siege operators to counter this new tactic. Furthermore even low level, inexperienced, ill equiped players are valuable team members that contribute as siege engine operators while more experienced players protect them from gankers or battle in the field. New siege engines are even allowing some degree of countering specialized ball groups that just roll through other groups while spamming aoe attacks.
Many players voiced their concern and demanded a nerf to sieges.
On the other hand also many players welcome this change.
Developers have promised to fix the bug, but maybe it shouldn't be fixed.
What is your opinion?
VaranisArano wrote: »ZOS is fixing them.
Now, we can debate about future changes, and ZOS is apparently doing internally.
As far as I'm concerned, the last time ZOS buffed siege, they reverted it.
So why are we eager to do the same thing twice, expecting different results?
InvictusApollo wrote: »Recently due to a bug all siege engines started overperforming. They are now capable of instantly killing a player. This forces people to roll dodge and play more tactically. Even my AD pug group started to use tactics! Sieging castles and outposts takes much longer and requires more effort. Defending a castle is a viable tactic. We don't see constant castle flipping depending on whose zerg group is near a castle. Attackers can no longer ram the gate while completely ignoring boiling oil. No longer can you stay on your siege engine while being targeted by an enemy siege engine. Siege engines are being deployed even during open field infantry battles. More players use stealth and flank siege operators to counter this new tactic. Furthermore even low level, inexperienced, ill equiped players are valuable team members that contribute as siege engine operators while more experienced players protect them from gankers or battle in the field. New siege engines are even allowing some degree of countering specialized ball groups that just roll through other groups while spamming aoe attacks.
Many players voiced their concern and demanded a nerf to sieges.
On the other hand also many players welcome this change.
Developers have promised to fix the bug, but maybe it shouldn't be fixed.
What is your opinion?
let's take a look not only at what players have to resort to now (staying inside keeps and just defending for the most part or pvdooring), but let's look at all of the sets that have now been rendered moot because of the oblivion damage that is non-mitigatable. All the sets that healers use to put a damage shield on their team when they heal are no longer of any use. All sets that increase the shields effects and/or time up is now no longer of any use. All shield skills that can be cast that mitigated all siege damage is now no longer of any use. All sets that teams used to lower incoming damage is now no longer of any use. let's also include all the passive skills that reduced different kinds of damage like all the new racial passives that ZOS went to such trouble to put on everyone's chosen race. Many passives are now no longer of viable use. The list goes on and on.
Stupid people tend to look for an 'I WIN" button. It would seem they found one.
InvictusApollo wrote: »InvictusApollo wrote: »Recently due to a bug all siege engines started overperforming. They are now capable of instantly killing a player. This forces people to roll dodge and play more tactically. Even my AD pug group started to use tactics! Sieging castles and outposts takes much longer and requires more effort. Defending a castle is a viable tactic. We don't see constant castle flipping depending on whose zerg group is near a castle. Attackers can no longer ram the gate while completely ignoring boiling oil. No longer can you stay on your siege engine while being targeted by an enemy siege engine. Siege engines are being deployed even during open field infantry battles. More players use stealth and flank siege operators to counter this new tactic. Furthermore even low level, inexperienced, ill equiped players are valuable team members that contribute as siege engine operators while more experienced players protect them from gankers or battle in the field. New siege engines are even allowing some degree of countering specialized ball groups that just roll through other groups while spamming aoe attacks.
Many players voiced their concern and demanded a nerf to sieges.
On the other hand also many players welcome this change.
Developers have promised to fix the bug, but maybe it shouldn't be fixed.
What is your opinion?
let's take a look not only at what players have to resort to now (staying inside keeps and just defending for the most part or pvdooring), but let's look at all of the sets that have now been rendered moot because of the oblivion damage that is non-mitigatable. All the sets that healers use to put a damage shield on their team when they heal are no longer of any use. All sets that increase the shields effects and/or time up is now no longer of any use. All shield skills that can be cast that mitigated all siege damage is now no longer of any use. All sets that teams used to lower incoming damage is now no longer of any use. let's also include all the passive skills that reduced different kinds of damage like all the new racial passives that ZOS went to such trouble to put on everyone's chosen race. Many passives are now no longer of viable use. The list goes on and on.
Stupid people tend to look for an 'I WIN" button. It would seem they found one.
Are you serious with what you just said? Have you even played Cyro recently? There are still fights between players. Siege engines just make them more intensive since both teams have to watch their step. If what you were saying was true, then how would I be able to rack over 50 kills yesterday without using a siege engine and dying not so very often?
Now battles look like real battles and not just duels of ball groups.
Are you serious with what you just said? Please tell me where you were fighting when you got those 50 kills without siege as a solo player? I'd really like to know which keep and in whose siege you were standing in for it to protect you so mightily and help you get those kills? Let's face it. Even the small groups are now hanging out in places where they are protected by their faction-mates who are using siege. Show me your proof of where you were fighting and that there was no siege around you to help out. If anything, the ball zergs are bigger than they were before the siege changes.
So could someone tell me what we are supposed to do with the sets, passives, and skills that are of no longer any use in the siege? Even in nature, everything has an equal and opposite reaction. However, here there is no counter to the oblivion. You say you are playing in Sotha which may explain your take on this. Vivec is clearly a different story.
With one swipe, apparently accidently added in their coding, ZOS has rendered sets, passives, and skills totally useless.
No kidding. It's like everyone has forgotten how AvA used to be when groups were constantly repositioning, using misdirection and even stealth on a regular basis.TheBonesXXX wrote: »There are only players who can and cannot be bothered.
TheBonesXXX wrote: »So could someone tell me what we are supposed to do with the sets, passives, and skills that are of no longer any use in the siege? Even in nature, everything has an equal and opposite reaction. However, here there is no counter to the oblivion. You say you are playing in Sotha which may explain your take on this. Vivec is clearly a different story.
With one swipe, apparently accidently added in their coding, ZOS has rendered sets, passives, and skills totally useless.
None of those things are useless, people actually have to use tactics.
Flanking, ambush, squad units, terrain..
Running around in a big ball with assigned ability spam doesn't cut it anymore, just gets people blown up.
People are going to have to put multiple breaches in keep walls.
VaranisArano wrote: »Like we did the last time ZOS buffed siege!
Oh. Wait. ZOS reverted that buff.
So, what actually changed that we should do the same thing twice, expecting different results?
VaranisArano wrote: »TheBonesXXX wrote: »So could someone tell me what we are supposed to do with the sets, passives, and skills that are of no longer any use in the siege? Even in nature, everything has an equal and opposite reaction. However, here there is no counter to the oblivion. You say you are playing in Sotha which may explain your take on this. Vivec is clearly a different story.
With one swipe, apparently accidently added in their coding, ZOS has rendered sets, passives, and skills totally useless.
None of those things are useless, people actually have to use tactics.
Flanking, ambush, squad units, terrain..
Running around in a big ball with assigned ability spam doesn't cut it anymore, just gets people blown up.
People are going to have to put multiple breaches in keep walls.
Like we did the last time ZOS buffed siege!
Oh. Wait. ZOS reverted that buff.
So, what actually changed that we should do the same thing twice, expecting different results?
VaranisArano wrote: »TheBonesXXX wrote: »So could someone tell me what we are supposed to do with the sets, passives, and skills that are of no longer any use in the siege? Even in nature, everything has an equal and opposite reaction. However, here there is no counter to the oblivion. You say you are playing in Sotha which may explain your take on this. Vivec is clearly a different story.
With one swipe, apparently accidently added in their coding, ZOS has rendered sets, passives, and skills totally useless.
None of those things are useless, people actually have to use tactics.
Flanking, ambush, squad units, terrain..
Running around in a big ball with assigned ability spam doesn't cut it anymore, just gets people blown up.
People are going to have to put multiple breaches in keep walls.
Like we did the last time ZOS buffed siege!
Oh. Wait. ZOS reverted that buff.
So, what actually changed that we should do the same thing twice, expecting different results?
Lady_Scorp72 wrote: »VaranisArano wrote: »TheBonesXXX wrote: »So could someone tell me what we are supposed to do with the sets, passives, and skills that are of no longer any use in the siege? Even in nature, everything has an equal and opposite reaction. However, here there is no counter to the oblivion. You say you are playing in Sotha which may explain your take on this. Vivec is clearly a different story.
With one swipe, apparently accidently added in their coding, ZOS has rendered sets, passives, and skills totally useless.
None of those things are useless, people actually have to use tactics.
Flanking, ambush, squad units, terrain..
Running around in a big ball with assigned ability spam doesn't cut it anymore, just gets people blown up.
People are going to have to put multiple breaches in keep walls.
Like we did the last time ZOS buffed siege!
Oh. Wait. ZOS reverted that buff.
So, what actually changed that we should do the same thing twice, expecting different results?
When was the last time they buffed siege? I only started PVP about a year ago, so I’m curious if it was before battlegrounds, increase in CP, and the new sets/monster helm sets. I’m wondering if all those things have mitigated siege damage so much, that the reverted changes might work better now. That said, it’s definitely too much as it stands today, but I’m in the camp that would like to see it buffed in some fashion.
TheBonesXXX wrote: »VaranisArano wrote: »TheBonesXXX wrote: »So could someone tell me what we are supposed to do with the sets, passives, and skills that are of no longer any use in the siege? Even in nature, everything has an equal and opposite reaction. However, here there is no counter to the oblivion. You say you are playing in Sotha which may explain your take on this. Vivec is clearly a different story.
With one swipe, apparently accidently added in their coding, ZOS has rendered sets, passives, and skills totally useless.
None of those things are useless, people actually have to use tactics.
Flanking, ambush, squad units, terrain..
Running around in a big ball with assigned ability spam doesn't cut it anymore, just gets people blown up.
People are going to have to put multiple breaches in keep walls.
Like we did the last time ZOS buffed siege!
Oh. Wait. ZOS reverted that buff.
So, what actually changed that we should do the same thing twice, expecting different results?
They reverted that buff because the whining is so strong on these forums.
Just like most of the changes made where because full grown diaper wearers don't come here making suggestions to improve the game. They just think their playstyle is underpowered when they die and anyone who beat them is over powered.
Most of the forums is littered with noise instead of players understanding simple engine physics and mechanics. Hell, most of the players here do not even know how to use the terminology correctly.
So when simple observations are articulated they get shot down because most of these posters are trying to get every playstyle but their own nerfed.
It's hard for people with a h-i-a entitlement attitude to respect others.
I welcome the tactical acumen and finesse finallt making its way into PvP alongside mindless brute force.
Brute Force days are numbered, time to get Darwin'd for all who can't handle.
TheBonesXXX wrote: »VaranisArano wrote: »TheBonesXXX wrote: »So could someone tell me what we are supposed to do with the sets, passives, and skills that are of no longer any use in the siege? Even in nature, everything has an equal and opposite reaction. However, here there is no counter to the oblivion. You say you are playing in Sotha which may explain your take on this. Vivec is clearly a different story.
With one swipe, apparently accidently added in their coding, ZOS has rendered sets, passives, and skills totally useless.
None of those things are useless, people actually have to use tactics.
Flanking, ambush, squad units, terrain..
Running around in a big ball with assigned ability spam doesn't cut it anymore, just gets people blown up.
People are going to have to put multiple breaches in keep walls.
Like we did the last time ZOS buffed siege!
Oh. Wait. ZOS reverted that buff.
So, what actually changed that we should do the same thing twice, expecting different results?
They reverted that buff because the whining is so strong on these forums.
Just like most of the changes made where because full grown diaper wearers don't come here making suggestions to improve the game. They just think their playstyle is underpowered when they die and anyone who beat them is over powered.
Most of the forums is littered with noise instead of players understanding simple engine physics and mechanics. Hell, most of the players here do not even know how to use the terminology correctly.
So when simple observations are articulated they get shot down because most of these posters are trying to get every playstyle but their own nerfed.
It's hard for people with a h-i-a entitlement attitude to respect others.
I welcome the tactical acumen and finesse finallt making its way into PvP alongside mindless brute force.
Brute Force days are numbered, time to get Darwin'd for all who can't handle.
pre-patch:
- most keep fights were spread out. No one touched FD, and if they did it was spread out with ranged siege.
- maps looked static on tri-keeps but overall fights we dynamic.
- ball groups werent trolling as much
- lag was choppy during heavy keep fights but quickly went away.
post patch:
- first 3 keep/outpost fights were boring zerg stacks on front door lol.
- zergs more bloodthirsty on anyone that attacked flanks solo.
- ball groups returned with strong heals
- DC pushed back to glade (like it always was in murkmire). Harder to defend keeps if you were facing against a faction stack
- lag was just as bad at 9am with 2 bar pop versus primetime weekend with pop locked factions during OP siege. Probably don't need to test during primetime to know that there will be such terrible lag you all will be complaining again lol.
conclusions:
- map dynamics need something to checkmate zergs. There is no mechanic that punishes faction stacks.
- OP siege was fun, but notconsistent across game modes. Would like to see something introduced (not artifacts) that punishes zergs without needing a ball group/zerg.
- seriously doubt any other changes to cyro will result in the punishing mechanics we saw over the week of "op"siege.