Supershutze wrote: »Given the time it takes to set them up, the relative clumsiness of doing so, the user's vulnerability, and the low rate of fire, siege weapons are basically useless outside of knocking down gates.
There's only really 4 siege weapons you ever see in any numbers; basic and fire ballistas, rams, and oil. All the other siege is very rare, mostly because it's useless in 99% of scenarios, owing entirely to it's very low power.
Pretty much the only thing siege is any good at is knocking down doors and destroying other siege. Killing players is something that almost never happens, *despite there being siege specifically intended for use on other players.*
Given that siege weapon's attacks are telegraphed, the time it takes for the shot to arrive, and the time it takes to actually set one up, they need to do a **lot** more damage. Getting hit by one needs to be a game changing event, not something you can just brush off.
This goes double for the siege with secondary effects, like lightning ballistas or ice trebuchets; their secondary effects are barely noticeable.
Groups currently can just stand in oil, ignoring the golden rule of spacing, easily outhealing incoming damage, with the only real consequence being having to occasionally replace the ram.
Possible solutions? Significantly increase siege damage. Have siege ignore armour and resistances. Have siege apply significant uncleansable debuffs based on the siege. Remove siege telegraphing. All of the above.
The only players complaining about siege are the players who think they should be allowed to stand in red. Oddly enough, this group consists of both ultra-casuals who don't want to learn, and mega-tryhards who for some reason think their "skill" should allow them to engage in anti-skill gameplay like face-tanking and standing in red. How terrible it must be to actually have to pay attention to your surroundings, or give casuals a realistic chance to end the fight...starlizard70ub17_ESO wrote: »Just last week people were complaining about siege was so over powered.
Siege is absolutely underpowered. The only ones who complain about the siege are the ones who think they should be able to stand in a red zone and not take any damage.
However, if myself and other players have a killbox set up on the keep front door; IE: Meatbags hitting the entrance with oils...enemies should not be able to just stroll through that AoE damage and take hardly any damage. Either cross healing is too OP or the siege damage is too underpowered. What's the point of using meatbags and oils if they aren't going to deal enough damage to push back enemies?
Holycannoli wrote: »Siege is absolutely underpowered. The only ones who complain about the siege are the ones who think they should be able to stand in a red zone and not take any damage.
However, if myself and other players have a killbox set up on the keep front door; IE: Meatbags hitting the entrance with oils...enemies should not be able to just stroll through that AoE damage and take hardly any damage. Either cross healing is too OP or the siege damage is too underpowered. What's the point of using meatbags and oils if they aren't going to deal enough damage to push back enemies?
Cross healing is too OP. That's basically it.
I do think siege is underpowered - I mean you don't often even see siege shields anymore - but cross healing is totally out of control.
Supershutze wrote: »Given the time it takes to set them up, the relative clumsiness of doing so, the user's vulnerability, and the low rate of fire, siege weapons are basically useless outside of knocking down gates.
There's only really 4 siege weapons you ever see in any numbers; basic and fire ballistas, rams, and oil. All the other siege is very rare, mostly because it's useless in 99% of scenarios, owing entirely to it's very low power.
Pretty much the only thing siege is any good at is knocking down doors and destroying other siege. Killing players is something that almost never happens, *despite there being siege specifically intended for use on other players.*
Given that siege weapon's attacks are telegraphed, the time it takes for the shot to arrive, and the time it takes to actually set one up, they need to do a **lot** more damage. Getting hit by one needs to be a game changing event, not something you can just brush off.
This goes double for the siege with secondary effects, like lightning ballistas or ice trebuchets; their secondary effects are barely noticeable.
Groups currently can just stand in oil, ignoring the golden rule of spacing, easily outhealing incoming damage, with the only real consequence being having to occasionally replace the ram.
Possible solutions? Significantly increase siege damage. Have siege ignore armour and resistances. Have siege apply significant uncleansable debuffs based on the siege. Remove siege telegraphing. All of the above.
OtarTheMad wrote: »The issue is ZOS would see a thread like this and take it that healing needs to be nerfed, again, but that's not the problem. The problem is stacking. HoTs shouldn't stack in PvP. You make it so you can only have one HoT on you at a time and that could make a dent in some groups and siege begins to matter.
Holycannoli wrote: »Siege is absolutely underpowered. The only ones who complain about the siege are the ones who think they should be able to stand in a red zone and not take any damage.
However, if myself and other players have a killbox set up on the keep front door; IE: Meatbags hitting the entrance with oils...enemies should not be able to just stroll through that AoE damage and take hardly any damage. Either cross healing is too OP or the siege damage is too underpowered. What's the point of using meatbags and oils if they aren't going to deal enough damage to push back enemies?
Cross healing is too OP. That's basically it.
I do think siege is underpowered - I mean you don't often even see siege shields anymore - but cross healing is totally out of control.
Exactly. I never see zergs running siege shield anymore because well....oils just don't do the damage, lol. Sure, most players roll dodge out of them but even when you are dropping oils on them, they can withstand it
cold-fire plus elf bane - noted...
(2 items) Adds 1096 Maximum Magicka
(3 items) Adds 129 Weapon and Spell Damage
(4 items) Adds 129 Weapon and Spell Damage
(5 items) While in combat, increases the duration of your Flame Damage over Time abilities by 5 seconds. This effect does not work with beam or channeled effects.
does it work with flaming oil also?
i'm guessing all of our champion points "interact" with siege weapons too?
@EF321 thank you so much for the info, super helpful
a lot of folks get emotional discussing stuff that kills them in game, i really appreciate you taking the time to share that guidance...
some folks tend to look at siege as cheap, no-skill kills...i love using siege, particularly in open field AvA melees...
i thought VD did not proc off siege? are you sure?