VaranisArano wrote: »NotTaylorSwift wrote: »xylena_lazarow wrote: »Groups just standing in red circles trivially out-healing every siege in the game except Meatbags, which they easily move out of. They often don't even need Siege Shield. Is this how siege battles are intended to play out? And no, we don't need to consider disorganized pug zergs in this discussion, they still die to everything.
I mean, to say they dont need siege shield is just not true. In raids the majority of our group wipes come from huge amounts of sieges, specifically oils, since we can't purge anymore due to plaguebreak. Siege shield is a must. Only thing keeping us alive is hot stacking, optimized cps and builds, and movement. Idk where you see groups trivially out healing 5 or 6 oils but it doesn't happen.
(ballgroup)
My experience is that when I'm the one pouring oil on an organized group, I'm griping, "It's like they aren't even taking any damage!"
When I'm the group healer having boiling oil poured on my head, I'm healing up a storm while low-key panicking every time our Crown's health bar takes a big dip.
Which is to say that good groups make it look easy from the outside.
I mean ball groups have been buffed every single patch, more so than literally every single playstyle/ build possible. It's long past the writing on wall and more like a giant neon sign being shoved into your face.
The siege is something I love and what sets Cyrodiil apart from other PvP games. Placing a meatbag open field is one of the few ways to sorta deal with a heal blob indefinitely running around stalling, and it gives me decent 1vPotato fights with the guys that run over to try to burn my meatbag.MISTFORMBZZZ wrote: »How do you guys enjoy pvp? placing meatbags openfield
Gaeliannas wrote: »I mean ball groups have been buffed every single patch, more so than literally every single playstyle/ build possible. It's long past the writing on wall and more like a giant neon sign being shoved into your face.
Most of the stuff added has been to support smaller groups. Unfortunately the changes never get thought through or the feedback from PTS considered, and we end up with coordinated groups being able to take better advantage of the new set or change than most. Most of these changes BTW, have been made to address player complaints and issues... just goes to show, be careful what you wish for.
I'd argue the biggest impact was the reworks to RR and EV alongside Snow Treaders, which enable the indefinite run-and-stall gameplay patterns that make the "ball" strat miserable to fight against for pugs. I'd 100% prefer a meta where the ball would decisively win on the flags 10v60... or wipe trying to do so. Indefinitely stalling the fight just to keep bombing the same disorganized casuals over and over with no regard for the objective... it's a similar sort of one-sided fun as 40k damage stealth inferno attacks, so none should be surprised we're still having these discussions.I'm not pointing t any single patch where they were buffed incredibly, rather they've had quite a few small but still significant buffs to "pull the slingshot farther back" so to speak.
xylena_lazarow wrote: »I'd argue the biggest impact was the reworks to RR and EV alongside Snow Treaders, which enable the indefinite run-and-stall gameplay patterns that make the "ball" strat miserable to fight against for pugs. I'd 100% prefer a meta where the ball would decisively win on the flags 10v60... or wipe trying to do so. Indefinitely stalling the fight just to keep bombing the same disorganized casuals over and over with no regard for the objective... it's a similar sort of one-sided fun as 40k damage stealth inferno attacks, so none should be surprised we're still having these discussions.I'm not pointing t any single patch where they were buffed incredibly, rather they've had quite a few small but still significant buffs to "pull the slingshot farther back" so to speak.
A more interesting question may be why do casual players not consider using organized ball strats to be "fun" despite the massive power available for those willing to embrace the playstyle. I know I personally "should" be doing my smallscale in an mdk/magplar duo group rather than solo sdk... but my heart just isn't in it.
Necrotech_Master wrote: »ive always felt the siege to be a little on the weak side because:
A) siege dmg can be resisted/shielded and
B ) even before this update i always noticed most people would outheal siege dmg due to point A
it just sounds like the problem is getting worse and honestly siege dmg should probably be straight up oblivion at this point
The issue isn't so much that siege is weak rather group healing is op right now. If you are solo with no healers on a ram it still hurts. Now as it can be blocked it allows more block based builds to almost ignore it so long as they have the stam to block it all. But totems and fear traps and other unblockable ccs help alot against those.
The balance issue is how to increase siege damage on groups with healers while not making it absolutely destroy new players. Which would be not to touch siege but rather the healing.
I always thought they should have heals scale with amount of people effected, almost like reverse proxy det. Make radiating regen lose X% of overall healing when affecting more than 2 people. Could also throw in other aoe heals too. Make it tied to pvp only so that it doesn't effect pve. It wouldn't effect solos/small scale players much. Could also just make heals not stackable, wouldn't really effect solo/small scale players much if at all again.
xylena_lazarow wrote: »Groups just standing in red circles trivially out-healing every siege in the game except Meatbags, which they easily move out of.
xylena_lazarow wrote: »They often don't even need Siege Shield.
xylena_lazarow wrote: »Is this how siege battles are intended to play out?
xylena_lazarow wrote: »And no, we don't need to consider disorganized pug zergs in this discussion, they still die to everything.
xylena_lazarow wrote: »Groups just standing in red circles trivially out-healing every siege in the game except Meatbags, which they easily move out of. They often don't even need Siege Shield. Is this how siege battles are intended to play out? And no, we don't need to consider disorganized pug zergs in this discussion, they still die to everything.
VaranisArano wrote: »Ball groups purge through siege fire.
Plaguebreak punishes purges.
Instead of purging, ball groups move to outhealing siege fire.
Update 33, and ZOS buffs cross-heals.
Ball group crossheals get stronger.
Ball groups outheal siege better than ever.
I mean, it's not hard to see how ZOS got us to this point. There were even ball group players warning them about it before the update. Did they listen? No
(For those of you suggesting that siege get buffed, I see you don't remember what happened during the Summerset siege buffs: everyone who wasn't in a ball group got melted. Those buffs got reverted for a reason.)
FannyWarden wrote: »Just made a video of 3 DC toons running around Sejanus taking less than 100 dmg from direct hits on siege weapons. The same DC toons were also 1 shot-ing guards and players. Observed this from up top Sejanus over 10 min. Sending to ZOS. I have no idea how they withstand 4-5 players spamming attacks while taking hits from cold fire ballistas and meatbags with no blocking or dodge rolling (or at least a single animation of them doing so) or siege weapons consistently over a 10 min period, but I am moving on and sending my video to ZOS to deal with. I expect I will see these same players in game for at least 6 months when ZOS finally bans them or they get tired of using hacks in a video game to compensates for their low self esteem.
Either healing is broken or people found new ways to glytch a game that is already incredibly easy to play without hacks. It still bewilders me today why someone needs to exploit in a video game so easy to play.
To all you players using hacks - what is the point? You use a hack to kill someone. Big deal. You killed someone with a hack. Oh wow! You die while using a hack, well then, you really suck! What is the point?
There's definitely something wrong with their model when the PvP population continues to decline and new/casual PvPers can't overcome the ridiculously high barrier of entry. Even partially coordinated groups that stack heals are pretty miserable to fight against (they won't bomb or wipe anyone, but they also won't die until zerged by a much larger force of randoms). There's also the issue of what happens when competitive groups stacking heals fight against each other, see: stalled BGs matches going to timer. Stall metas are widely considered "unfun" in pretty much every game.it's obvious that the current situation is what ZOS has been aiming for, a game where groups using optimized gear and tight coordination using external tools like Discord completely dominate. Nothing wrong with that
Necrotech_Master wrote: »ive always felt the siege to be a little on the weak side because:
A) siege dmg can be resisted/shielded and
B ) even before this update i always noticed most people would outheal siege dmg due to point A
it just sounds like the problem is getting worse and honestly siege dmg should probably be straight up oblivion at this point
The issue isn't so much that siege is weak rather group healing is op right now. If you are solo with no healers on a ram it still hurts. Now as it can be blocked it allows more block based builds to almost ignore it so long as they have the stam to block it all. But totems and fear traps and other unblockable ccs help alot against those.
The balance issue is how to increase siege damage on groups with healers while not making it absolutely destroy new players. Which would be not to touch siege but rather the healing.
I always thought they should have heals scale with amount of people effected, almost like reverse proxy det. Make radiating regen lose X% of overall healing when affecting more than 2 people. Could also throw in other aoe heals too. Make it tied to pvp only so that it doesn't effect pve. It wouldn't effect solos/small scale players much. Could also just make heals not stackable, wouldn't really effect solo/small scale players much if at all again.
This should not be a thing in Cyrodiil. I could see it for Battlegrounds, but not Cyro. A lot of people seem to forget that Cyro is a WAR simulation. You want to play solo or as a very small group, go to BGs. Large groups should not be punished because they're doing what Cyro was designed for.
xylena_lazarow wrote: »Groups just standing in red circles trivially out-healing every siege in the game except Meatbags, which they easily move out of. They often don't even need Siege Shield. Is this how siege battles are intended to play out? And no, we don't need to consider disorganized pug zergs in this discussion, they still die to everything.
Our min/maxed 12 man frequently loses people under oils without meatbags even present. There is nothing "trivial" about sieging under oil, it's quite hard. And we absolutely need siege shield -- 2 up on rams at all times cause we'll explode without it lol.
The only reason a group can ever park under siege is because they are highly optimized to handle the incoming damage (these players make up maybe 5% of cyrodiil's active population and only run for a few hours per week). It doesn't make sense to balance siege power against their relative success.
I actually agree that healing is overtuned, but siege is plenty powerful (just ask the people wearing a certain set and jumping around to keeps spamming a certain siege engine for devastating effect )and shouldn't be used to balance the power of healing. Look at battle spirit and/or sustain to reign in healing in Cyro for example.
There shouldn't be any "wrong sieges." That's part of the problem. There's 3 or so sieges that might actually do something in a keep battle, and nothing in the game explains which ones or why. Effective siege is important for creating dynamic combat that's still accessible to new/casual players, and for countering stack-heal-stall. It currently fails to do that.NotTaylorSwift wrote: »if you guys love sieging so much why do you use the wrong sieges?
VaranisArano wrote: »I mean, it's not hard to see how ZOS got us to this point. There were even ball group players warning them about it before the update. Did they listen? No
doesurmindglow wrote: »This all being said, ball groups are actually only killed by two things generally:
- Other ball groups
- Siege.
I'm confident after High Isle that siege probably won't be the case either, leaving "other ball groups" the only option. Incoming changes are going to make the OP's observation worse, not better.
Cuddlypuff wrote: »
I dunno about that lol, the average ball group is getting slapped around by a few pugs and bombers now that lag is gone.
doesurmindglow wrote: »Cuddlypuff wrote: »
I dunno about that lol, the average ball group is getting slapped around by a few pugs and bombers now that lag is gone.
That's not been my experience at all. Ball groups are a lot stronger without faction stacks inducing lag. Maybe I'm not running with "average" ball groups though.