The game's strongest sieges struggle against any sort of stacked healing and are hard-countered when Siege Shield is used on top of that. That leaves about a dozen other sieges that might as well not even exist. Trebs are laughable for something that fires once every 14 seconds. Ice Trebs and Oil Catapults completely fail at their intended purpose. Normal Fire Ballistas are the worst offender, as they are the default option for new PvPers, and they are incredibly weak, easily solo outhealed by all but the squishiest of potatoes.doesurmindglow wrote: »The OP's complaint is that ball groups are too easily outhealing the latter
doesurmindglow wrote: »I tend to agree, but we have folks on the forums here claiming that optimized groups stacking heals can now "wipe easily" now that "the lag is gone."
Again, not my experience, but if that's the case I guess it's not really a problem?
From a balance standpoint my honest opinion is that the same healing ability shouldn't stack with itself. For instance, you might be able to stack someone else's Echoing Vigor on top of your own Resolving Vigor, perhaps, but you shouldn't be able to have multiple stacks of Echoing Vigor from yourself and other players all ticking at the same time.
I'm under no delusion that this will "stop" or even marginally curtail ball group power. But it will force players to be more creative with their composition, and also potentially, though not certainly, close some of the distance between an optimized group using only the very highest tick HOTs as determined by logs and a smattering of less organized players using a more diverse set of abilities. It also just makes sense.
But again, this is discussion that only matters if a) the issue is still an issue, which is to say, ball groups are not somehow irrelevant now that there's no lag as others here have ambitiously claimed; and more importantly b) if devs actually value and listen to player feedback on this matter, which is the point I find most lacking over the successive patches that have led us to where we are now.
neferpitou73 wrote: »doesurmindglow wrote: »I tend to agree, but we have folks on the forums here claiming that optimized groups stacking heals can now "wipe easily" now that "the lag is gone."
Again, not my experience, but if that's the case I guess it's not really a problem?
From a balance standpoint my honest opinion is that the same healing ability shouldn't stack with itself. For instance, you might be able to stack someone else's Echoing Vigor on top of your own Resolving Vigor, perhaps, but you shouldn't be able to have multiple stacks of Echoing Vigor from yourself and other players all ticking at the same time.
I'm under no delusion that this will "stop" or even marginally curtail ball group power. But it will force players to be more creative with their composition, and also potentially, though not certainly, close some of the distance between an optimized group using only the very highest tick HOTs as determined by logs and a smattering of less organized players using a more diverse set of abilities. It also just makes sense.
But again, this is discussion that only matters if a) the issue is still an issue, which is to say, ball groups are not somehow irrelevant now that there's no lag as others here have ambitiously claimed; and more importantly b) if devs actually value and listen to player feedback on this matter, which is the point I find most lacking over the successive patches that have led us to where we are now.
It's too early to tell if this is the case or not. I will say that it does feel slightly harder fighting zergs but that's mostly because the only times I experience lag right now is when there's 40+ players around (additionally the zergs are using tremendous amounts of soft CC). In practice I've noticed that it's definitely easier to avoid a lot of the DCs/bombs ball groups use because break free actually works now.
MISTFORMBZZZ wrote: »How do you guys enjoy pvp ? You want siege to do all the job for you and to oneshot everyone or what ? Why even make builds , just buy some siege weapons and lets go ^^
Honestly siege needs a big nerf actually and not the opposite , so the siegelings start to do pvp again instead of placing meatbags openfield - which i see too often atm.
Seeing all the comments here about nerfing siege...I just can't agree to that. Siege should be dealing significant damage and should be more of a threat. When oils do more damage then a coldfire ballista, I would say that's a issue. I've shot so many people with coldfire and they just withstand it like I'm poking them with it, lol. Siege definitely needs a buff, not a major one, not so that it's wiping large groups or getting kills every time it hits someone, but it definitely needs to be more of a threat than it is currently