Luke_Flamesword wrote: »Just play battlegrounds or Imperial City, lol Cyrodiil is not a deathmatch but it's war game all about keeps, sieges, etc. I also don't understand problem - sieges have cooldowns and very low mobility with long animations of puting them on/off. They are mostly used only from safe position, because on open field you don't have big chances with siege, when enemy player is on you with all skills...
Its so many almost impossible to kill troll tanks in the game that you need to use artillery to kill them.
I say we need better anti tank weapons, NLAW pls
Or an oblivion fire lancer is more realistic.
No, outside of keeps and long choke points fights like bridge or some times gate fights combat is way to mobile to use siege weapons. Now you can use siege in an ambush but this is a bit rare.Its so many almost impossible to kill troll tanks in the game that you need to use artillery to kill them.
I say we need better anti tank weapons, NLAW pls
Or an oblivion fire lancer is more realistic.
Troll tanks are a separate issue that yes does need addressing. Are you saying that siege is the answer for this? Should a low level inexperience player who perhaps is trying to figure out how best to use his skills be shown that simply setting up a ballista is better? You also fail to account for the fact that such tanks are using the weapons themselves so they are able to kill. Are you happy for that scenario too?
No, outside of keeps and long choke points fights like bridge or some times gate fights combat is way to mobile to use siege weapons. Now you can use siege in an ambush but this is a bit rare.Its so many almost impossible to kill troll tanks in the game that you need to use artillery to kill them.
I say we need better anti tank weapons, NLAW pls
Or an oblivion fire lancer is more realistic.
Troll tanks are a separate issue that yes does need addressing. Are you saying that siege is the answer for this? Should a low level inexperience player who perhaps is trying to figure out how best to use his skills be shown that simply setting up a ballista is better? You also fail to account for the fact that such tanks are using the weapons themselves so they are able to kill. Are you happy for that scenario too?
And troll tanks don't use siege, they use line of sight and movement in addition to be very tanky. if they stood still or fight in the open they die as line of sight is critical.
Not much of an issue for an organized group who just ignore them but pugs get distracted and want to play in towers or hump rocks with trolls. And tanky low dps buids has their place, on the ram or drawing the enemy attention in an fight.
Also healers who draw lots of damage for obvious reasons.
Unpopular opinion incoming...
I disagree it does too much to players. Deploying and using siege in the middle of a fight is kinda silly, doesn't really happen where I play, but honestly should do considerable damage because honestly you're only gonna get 1 or 2 shots before you get zerged down.
During a siege-- being shot from the keep walls-- it's easy to avoid the red circles and even heal through them if you're on a decent build. I've never minded the damage of siege to players... What bothers me is the damage it does to other siege. It's pretty easy to ruin a wall siege by just ballistaing the crap out of the attacker's siege. To the point where I've given up before because everybody ran out of siege. Maybe things would be better if siege would stack in inventory... But regardless. It's easy enough to put a siege shield on a ram. I'm not worried about rams or oils. Ballistas/trebs should do less damage to ballistas/trebs.
Unpopular opinion incoming...
I disagree it does too much to players. Deploying and using siege in the middle of a fight is kinda silly, doesn't really happen where I play, but honestly should do considerable damage because honestly you're only gonna get 1 or 2 shots before you get zerged down.
During a siege-- being shot from the keep walls-- it's easy to avoid the red circles and even heal through them if you're on a decent build. I've never minded the damage of siege to players... What bothers me is the damage it does to other siege. It's pretty easy to ruin a wall siege by just ballistaing the crap out of the attacker's siege. To the point where I've given up before because everybody ran out of siege. Maybe things would be better if siege would stack in inventory... But regardless. It's easy enough to put a siege shield on a ram. I'm not worried about rams or oils. Ballistas/trebs should do less damage to ballistas/trebs.
Necrotech_Master wrote: »Unpopular opinion incoming...
I disagree it does too much to players. Deploying and using siege in the middle of a fight is kinda silly, doesn't really happen where I play, but honestly should do considerable damage because honestly you're only gonna get 1 or 2 shots before you get zerged down.
During a siege-- being shot from the keep walls-- it's easy to avoid the red circles and even heal through them if you're on a decent build. I've never minded the damage of siege to players... What bothers me is the damage it does to other siege. It's pretty easy to ruin a wall siege by just ballistaing the crap out of the attacker's siege. To the point where I've given up before because everybody ran out of siege. Maybe things would be better if siege would stack in inventory... But regardless. It's easy enough to put a siege shield on a ram. I'm not worried about rams or oils. Ballistas/trebs should do less damage to ballistas/trebs.
i agree with this opinion
to elaborate, a single siege weapon generally is a non threat, especially against a zerg, when you see a keep defense you need like dozens of siege (2-3 meatbags on flags, 4+ oils on stairs and the overhangs, maybe even support ballista) and even thats sometimes not enough to counter a zerg twice your number
my pvp NB is not like uber tanky, and generally can survive getting hit by a single siege including coldfire (although coldfire hurts a lot and can still be dicey if theres other incoming dmg)
if your sieging a keep, you just need to pay attention to the red circles and dont tunnel vision trying to kill people on the ground and you will generally be fine
not to mention all siege dot are purgeable (purge hasnt been use a lot since plaguebreak was added, but plague itself is not really as bad as it was due to the 20 sec cooldown per target and if your not stacked it doesnt hurt that much)
if anything siege should be unpurgeable, that might actually make existing siege remotely dangerous lol
Necrotech_Master wrote: »Unpopular opinion incoming...
I disagree it does too much to players. Deploying and using siege in the middle of a fight is kinda silly, doesn't really happen where I play, but honestly should do considerable damage because honestly you're only gonna get 1 or 2 shots before you get zerged down.
During a siege-- being shot from the keep walls-- it's easy to avoid the red circles and even heal through them if you're on a decent build. I've never minded the damage of siege to players... What bothers me is the damage it does to other siege. It's pretty easy to ruin a wall siege by just ballistaing the crap out of the attacker's siege. To the point where I've given up before because everybody ran out of siege. Maybe things would be better if siege would stack in inventory... But regardless. It's easy enough to put a siege shield on a ram. I'm not worried about rams or oils. Ballistas/trebs should do less damage to ballistas/trebs.
i agree with this opinion
to elaborate, a single siege weapon generally is a non threat, especially against a zerg, when you see a keep defense you need like dozens of siege (2-3 meatbags on flags, 4+ oils on stairs and the overhangs, maybe even support ballista) and even thats sometimes not enough to counter a zerg twice your number
my pvp NB is not like uber tanky, and generally can survive getting hit by a single siege including coldfire (although coldfire hurts a lot and can still be dicey if theres other incoming dmg)
if your sieging a keep, you just need to pay attention to the red circles and dont tunnel vision trying to kill people on the ground and you will generally be fine
not to mention all siege dot are purgeable (purge hasnt been use a lot since plaguebreak was added, but plague itself is not really as bad as it was due to the 20 sec cooldown per target and if your not stacked it doesnt hurt that much)
if anything siege should be unpurgeable, that might actually make existing siege remotely dangerous lol
solo players dont tend to place siege against a zerg because you simply dont have time to do that, so its pretty obvious that sieges arent a problem against a zerg. Another for reason is the cross healing that zergs have, which is a different issue entirely. Im talking about the massive zergs that place siege against small groups of 4-5 people (tbh even in a duo ive had siege placed on me by a zerg of 20+ people) why should a zerg be able to place siege and 30k+ dmg with coldfire, meatbags, fire ballistas etc etc when they are already massively outnumbering the opponents? I respect your opinion, but all this says to me is that you dont play the same type of cyrodiil that me and many people try to do, so you simply dont see the issues that im talking about here.
Necrotech_Master wrote: »Necrotech_Master wrote: »Unpopular opinion incoming...
I disagree it does too much to players. Deploying and using siege in the middle of a fight is kinda silly, doesn't really happen where I play, but honestly should do considerable damage because honestly you're only gonna get 1 or 2 shots before you get zerged down.
During a siege-- being shot from the keep walls-- it's easy to avoid the red circles and even heal through them if you're on a decent build. I've never minded the damage of siege to players... What bothers me is the damage it does to other siege. It's pretty easy to ruin a wall siege by just ballistaing the crap out of the attacker's siege. To the point where I've given up before because everybody ran out of siege. Maybe things would be better if siege would stack in inventory... But regardless. It's easy enough to put a siege shield on a ram. I'm not worried about rams or oils. Ballistas/trebs should do less damage to ballistas/trebs.
i agree with this opinion
to elaborate, a single siege weapon generally is a non threat, especially against a zerg, when you see a keep defense you need like dozens of siege (2-3 meatbags on flags, 4+ oils on stairs and the overhangs, maybe even support ballista) and even thats sometimes not enough to counter a zerg twice your number
my pvp NB is not like uber tanky, and generally can survive getting hit by a single siege including coldfire (although coldfire hurts a lot and can still be dicey if theres other incoming dmg)
if your sieging a keep, you just need to pay attention to the red circles and dont tunnel vision trying to kill people on the ground and you will generally be fine
not to mention all siege dot are purgeable (purge hasnt been use a lot since plaguebreak was added, but plague itself is not really as bad as it was due to the 20 sec cooldown per target and if your not stacked it doesnt hurt that much)
if anything siege should be unpurgeable, that might actually make existing siege remotely dangerous lol
solo players dont tend to place siege against a zerg because you simply dont have time to do that, so its pretty obvious that sieges arent a problem against a zerg. Another for reason is the cross healing that zergs have, which is a different issue entirely. Im talking about the massive zergs that place siege against small groups of 4-5 people (tbh even in a duo ive had siege placed on me by a zerg of 20+ people) why should a zerg be able to place siege and 30k+ dmg with coldfire, meatbags, fire ballistas etc etc when they are already massively outnumbering the opponents? I respect your opinion, but all this says to me is that you dont play the same type of cyrodiil that me and many people try to do, so you simply dont see the issues that im talking about here.
my main pvp toon is almost alliance rank 44, so ive spent a fair amount of time in cyrodiil as thats the best place to earn AP
if your seeing a zerg setting up siege, your probably seeing the newbie players who are not confident in actual pvp fighting just zerg surfing, or they are anticipating that a lone player they run across to be a troll tank that is going to take several siege to actually kill
realistically though if you were in a 1-2 person group and had a 20 person zerg chasing you, you were dead anyway with or without the siege
Necrotech_Master wrote: »Necrotech_Master wrote: »Unpopular opinion incoming...
I disagree it does too much to players. Deploying and using siege in the middle of a fight is kinda silly, doesn't really happen where I play, but honestly should do considerable damage because honestly you're only gonna get 1 or 2 shots before you get zerged down.
During a siege-- being shot from the keep walls-- it's easy to avoid the red circles and even heal through them if you're on a decent build. I've never minded the damage of siege to players... What bothers me is the damage it does to other siege. It's pretty easy to ruin a wall siege by just ballistaing the crap out of the attacker's siege. To the point where I've given up before because everybody ran out of siege. Maybe things would be better if siege would stack in inventory... But regardless. It's easy enough to put a siege shield on a ram. I'm not worried about rams or oils. Ballistas/trebs should do less damage to ballistas/trebs.
i agree with this opinion
to elaborate, a single siege weapon generally is a non threat, especially against a zerg, when you see a keep defense you need like dozens of siege (2-3 meatbags on flags, 4+ oils on stairs and the overhangs, maybe even support ballista) and even thats sometimes not enough to counter a zerg twice your number
my pvp NB is not like uber tanky, and generally can survive getting hit by a single siege including coldfire (although coldfire hurts a lot and can still be dicey if theres other incoming dmg)
if your sieging a keep, you just need to pay attention to the red circles and dont tunnel vision trying to kill people on the ground and you will generally be fine
not to mention all siege dot are purgeable (purge hasnt been use a lot since plaguebreak was added, but plague itself is not really as bad as it was due to the 20 sec cooldown per target and if your not stacked it doesnt hurt that much)
if anything siege should be unpurgeable, that might actually make existing siege remotely dangerous lol
solo players dont tend to place siege against a zerg because you simply dont have time to do that, so its pretty obvious that sieges arent a problem against a zerg. Another for reason is the cross healing that zergs have, which is a different issue entirely. Im talking about the massive zergs that place siege against small groups of 4-5 people (tbh even in a duo ive had siege placed on me by a zerg of 20+ people) why should a zerg be able to place siege and 30k+ dmg with coldfire, meatbags, fire ballistas etc etc when they are already massively outnumbering the opponents? I respect your opinion, but all this says to me is that you dont play the same type of cyrodiil that me and many people try to do, so you simply dont see the issues that im talking about here.
my main pvp toon is almost alliance rank 44, so ive spent a fair amount of time in cyrodiil as thats the best place to earn AP
if your seeing a zerg setting up siege, your probably seeing the newbie players who are not confident in actual pvp fighting just zerg surfing, or they are anticipating that a lone player they run across to be a troll tank that is going to take several siege to actually kill
realistically though if you were in a 1-2 person group and had a 20 person zerg chasing you, you were dead anyway with or without the siege
AP rank means nothing, you could be zerging all day to get to that rank for all i know. You have just proven again that you simply do not play cyrodiil at the kind of level some of us do. Zergs absolutely set up MULTIPLE sieges, i literally see it every single day, multiple times throughout the day. Also, your comment about "being dead anyway" if being chased by a 20 man group is not true in every case if utilise towers and LoS to your advantage (which is something you absolutely have to do to be able to survive against a zerg and to be able to kill some of them too. Siege does WAY too much damage against players and for this reason the zerg's better option is to just place siege instead of actually trying to fight people in the first place.
VaranisArano wrote: »Cyrodiil is an AvAvA zone that's primarily about objective control. That's how the points are alloted. That's how transport around the map is controlled. That's how the majority of AP is made. Its why the tower-runners know they can get a steady stream of fights from sitting on a resource in the firat place. "Skill" is a secondary objective by far. Objective control, regardless of "skill" is what Cyrodiil is designed for.
Players are allowed to use the tools in their arsenal to deal with enemies on their objectives.
Siege is frankly excellent for dealing with the sort of player who captures a resource to draw out fights and then proceeds to run rings around the tower. We all know what happens if you get baited into engaging them on their own terms. So much smarter and faster to just drop down a siege AOE, blanket the structure in damage, and make them either run away or come out to face you head on.
Siege is less useful in an open field fight unless the enemy is coming to you. I used to see this plenty on the long fields from BRK to Sej or Sej to the bridge. First, open fields have a lot of room to manuever. Second, most siege either gets overrun or abandoned pretty quickly as the fight moves out of range. It's not super useful unless your back is to the objective...and the enemy is silly enough to press into a siege defended position. If the enemy made us chase them instead, that siege had to get packed up or lost. Yeah, it can be repositioned, but it's also the responsibility of the attacker to pick their battles rather than expect the defenders to work without their full arsenal, you know?
And finally, if you can't kill the player who's using a siege weapon, that's not a problem that will be fixed by nerfing siege weapons.
Unpopular opinion incoming...
I disagree it does too much to players. Deploying and using siege in the middle of a fight is kinda silly, doesn't really happen where I play, but honestly should do considerable damage because honestly you're only gonna get 1 or 2 shots before you get zerged down.
During a siege-- being shot from the keep walls-- it's easy to avoid the red circles and even heal through them if you're on a decent build. I've never minded the damage of siege to players... What bothers me is the damage it does to other siege. It's pretty easy to ruin a wall siege by just ballistaing the crap out of the attacker's siege. To the point where I've given up before because everybody ran out of siege. Maybe things would be better if siege would stack in inventory... But regardless. It's easy enough to put a siege shield on a ram. I'm not worried about rams or oils. Ballistas/trebs should do less damage to ballistas/trebs.
If deploying a siege in the middle of the keep fight is silly then why is it beginning to happen more often? The same argument was made for people jumping around. The argument of it "being silly" doesn't fit when there is a underlying reason. In the case of jumping its momentum and in the case of siege 1 shot 1 kill game mechanics.
If there is large AoE's from the ground while fighting another player/s then you would surprised at how hard it is to see even avoid incoming siege. A 7K DPS DoT will kill almost anyone while already fighting another.
As for the siege vs siege that's a interesting discussion. Some do argue offensive siege's have a much higher failure rate to defensive sieges in current cyro.
dragonlord500 wrote: »I love my coldfire siege weapons! don't get rid of them!
VaranisArano wrote: »Cyrodiil is an AvAvA zone that's primarily about objective control. That's how the points are alloted. That's how transport around the map is controlled. That's how the majority of AP is made. Its why the tower-runners know they can get a steady stream of fights from sitting on a resource in the firat place. "Skill" is a secondary objective by far. Objective control, regardless of "skill" is what Cyrodiil is designed for.
Players are allowed to use the tools in their arsenal to deal with enemies on their objectives.
Siege is frankly excellent for dealing with the sort of player who captures a resource to draw out fights and then proceeds to run rings around the tower. We all know what happens if you get baited into engaging them on their own terms. So much smarter and faster to just drop down a siege AOE, blanket the structure in damage, and make them either run away or come out to face you head on.
Siege is less useful in an open field fight unless the enemy is coming to you. I used to see this plenty on the long fields from BRK to Sej or Sej to the bridge. First, open fields have a lot of room to manuever. Second, most siege either gets overrun or abandoned pretty quickly as the fight moves out of range. It's not super useful unless your back is to the objective...and the enemy is silly enough to press into a siege defended position. If the enemy made us chase them instead, that siege had to get packed up or lost. Yeah, it can be repositioned, but it's also the responsibility of the attacker to pick their battles rather than expect the defenders to work without their full arsenal, you know?
And finally, if you can't kill the player who's using a siege weapon, that's not a problem that will be fixed by nerfing siege weapons.
Im not saying that siege shouldnt be used at all, im saying the damage of siege vs players is way too overtuned as i have shown in that screenshot above. Dont you want cyrodiil to be a fun environment to play in? How is standing outside a tower shooting siege for 20 mins any fun at all? Yes of course cyrodiil is objective based, but every pvp game should have some degree of skill and room for players to improve their own skills and gameplay, siege makes it so you dont even have to try to learn how to fight properly, you can just in a zerg and shoot at small groups with a coldfire ballista. Really fun and engaging gameplay btw. And for your last point, did you know people can literally build to never die and tank damage, but also place siege and deal 30k+ damage to players, ive literally seen it with my own eyes. You are yet another person that clearly does not experience the same pvp as a lot of us do, so you have no real time experience with the issues presented in this thread.
Siege is a core component of AvA gameplay, whether it be sieging a keep, defending a keep, or used in the open field to attack /defend. There is already a telegraph showing where the siege attack will hit so you can avoid/dodge the initial hit, and if you do get hit, you do have the option of healing. Not sure where the issue lies.
VaranisArano wrote: »VaranisArano wrote: »Cyrodiil is an AvAvA zone that's primarily about objective control. That's how the points are alloted. That's how transport around the map is controlled. That's how the majority of AP is made. Its why the tower-runners know they can get a steady stream of fights from sitting on a resource in the firat place. "Skill" is a secondary objective by far. Objective control, regardless of "skill" is what Cyrodiil is designed for.
Players are allowed to use the tools in their arsenal to deal with enemies on their objectives.
Siege is frankly excellent for dealing with the sort of player who captures a resource to draw out fights and then proceeds to run rings around the tower. We all know what happens if you get baited into engaging them on their own terms. So much smarter and faster to just drop down a siege AOE, blanket the structure in damage, and make them either run away or come out to face you head on.
Siege is less useful in an open field fight unless the enemy is coming to you. I used to see this plenty on the long fields from BRK to Sej or Sej to the bridge. First, open fields have a lot of room to manuever. Second, most siege either gets overrun or abandoned pretty quickly as the fight moves out of range. It's not super useful unless your back is to the objective...and the enemy is silly enough to press into a siege defended position. If the enemy made us chase them instead, that siege had to get packed up or lost. Yeah, it can be repositioned, but it's also the responsibility of the attacker to pick their battles rather than expect the defenders to work without their full arsenal, you know?
And finally, if you can't kill the player who's using a siege weapon, that's not a problem that will be fixed by nerfing siege weapons.
Im not saying that siege shouldnt be used at all, im saying the damage of siege vs players is way too overtuned as i have shown in that screenshot above. Dont you want cyrodiil to be a fun environment to play in? How is standing outside a tower shooting siege for 20 mins any fun at all? Yes of course cyrodiil is objective based, but every pvp game should have some degree of skill and room for players to improve their own skills and gameplay, siege makes it so you dont even have to try to learn how to fight properly, you can just in a zerg and shoot at small groups with a coldfire ballista. Really fun and engaging gameplay btw. And for your last point, did you know people can literally build to never die and tank damage, but also place siege and deal 30k+ damage to players, ive literally seen it with my own eyes. You are yet another person that clearly does not experience the same pvp as a lot of us do, so you have no real time experience with the issues presented in this thread.
Since I played during the Summerset Siege Buffs, which were way, way more overturned than siege is now AND Sloads procced from siege, I'm not easily impressed. Using siege weapons in every type of fight is by no means a new tactic. As for your screenshot of a Coldharbor Ballista? Of course it hits like a truck. Its supposed to.
Overall, your contention seems to me to be that siege should be nerfed because:
- Siege is a crutch for players who naturally couldn't kill you otherwise.
- Siege should only be used in fights where you approve and where it's not a substitute for what you consider skilled gameplay.
- Siege is uncounterable because you are unable to kill the players using it.
Counterpoints:
- If you're dying to siege as a skilled player, you are surely skilled enough to adapt your gameplay/build to avoid, purge, counter, or survive the siege damage however you choose. Or should you choose not to, accept the consequences of your choice.
- Siege is appropriate to use anywhere in Cyrodiil and you really don't get to dictate what the enemy brings to a fight. A skilled player should be prepared for anything, including siege weapons, and pick their battles and retreats wisely.
- Your inability to kill the tanky/undying players using siege weapons will not be fixed by nerfing the siege weapon they're using.
Cyrodiil isn't a skills exhibition. Its an AvAvA zone designed around large groups and objective control. Siege weapons (and zergs) fit right in with that vision. Promoting skilled fights is more of a Deathmatch or Dueling thing.
And personally, I'd suggest that if your current skills, build, and tactics can't cope with players using siege weapons, you probably need to adapt anyways or at least pick your battles, whether or not ZOS listens to your plea.
VaranisArano wrote: »VaranisArano wrote: »Cyrodiil is an AvAvA zone that's primarily about objective control. That's how the points are alloted. That's how transport around the map is controlled. That's how the majority of AP is made. Its why the tower-runners know they can get a steady stream of fights from sitting on a resource in the firat place. "Skill" is a secondary objective by far. Objective control, regardless of "skill" is what Cyrodiil is designed for.
Players are allowed to use the tools in their arsenal to deal with enemies on their objectives.
Siege is frankly excellent for dealing with the sort of player who captures a resource to draw out fights and then proceeds to run rings around the tower. We all know what happens if you get baited into engaging them on their own terms. So much smarter and faster to just drop down a siege AOE, blanket the structure in damage, and make them either run away or come out to face you head on.
Siege is less useful in an open field fight unless the enemy is coming to you. I used to see this plenty on the long fields from BRK to Sej or Sej to the bridge. First, open fields have a lot of room to manuever. Second, most siege either gets overrun or abandoned pretty quickly as the fight moves out of range. It's not super useful unless your back is to the objective...and the enemy is silly enough to press into a siege defended position. If the enemy made us chase them instead, that siege had to get packed up or lost. Yeah, it can be repositioned, but it's also the responsibility of the attacker to pick their battles rather than expect the defenders to work without their full arsenal, you know?
And finally, if you can't kill the player who's using a siege weapon, that's not a problem that will be fixed by nerfing siege weapons.
Im not saying that siege shouldnt be used at all, im saying the damage of siege vs players is way too overtuned as i have shown in that screenshot above. Dont you want cyrodiil to be a fun environment to play in? How is standing outside a tower shooting siege for 20 mins any fun at all? Yes of course cyrodiil is objective based, but every pvp game should have some degree of skill and room for players to improve their own skills and gameplay, siege makes it so you dont even have to try to learn how to fight properly, you can just in a zerg and shoot at small groups with a coldfire ballista. Really fun and engaging gameplay btw. And for your last point, did you know people can literally build to never die and tank damage, but also place siege and deal 30k+ damage to players, ive literally seen it with my own eyes. You are yet another person that clearly does not experience the same pvp as a lot of us do, so you have no real time experience with the issues presented in this thread.
Since I played during the Summerset Siege Buffs, which were way, way more overturned than siege is now AND Sloads procced from siege, I'm not easily impressed. Using siege weapons in every type of fight is by no means a new tactic. As for your screenshot of a Coldharbor Ballista? Of course it hits like a truck. Its supposed to.
Overall, your contention seems to me to be that siege should be nerfed because:
- Siege is a crutch for players who naturally couldn't kill you otherwise.
- Siege should only be used in fights where you approve and where it's not a substitute for what you consider skilled gameplay.
- Siege is uncounterable because you are unable to kill the players using it.
Counterpoints:
- If you're dying to siege as a skilled player, you are surely skilled enough to adapt your gameplay/build to avoid, purge, counter, or survive the siege damage however you choose. Or should you choose not to, accept the consequences of your choice.
- Siege is appropriate to use anywhere in Cyrodiil and you really don't get to dictate what the enemy brings to a fight. A skilled player should be prepared for anything, including siege weapons, and pick their battles and retreats wisely.
- Your inability to kill the tanky/undying players using siege weapons will not be fixed by nerfing the siege weapon they're using.
Cyrodiil isn't a skills exhibition. Its an AvAvA zone designed around large groups and objective control. Siege weapons (and zergs) fit right in with that vision. Promoting skilled fights is more of a Deathmatch or Dueling thing.
And personally, I'd suggest that if your current skills, build, and tactics can't cope with players using siege weapons, you probably need to adapt anyways or at least pick your battles, whether or not ZOS listens to your plea.
Dude your counterpoints literally arent true at all. How are you supposed to adapt to getting shot at by multiple sieges by a zerg of 20+ players (which btw all tick for 7k+ a second).
From everything you have said its just extremely clear that you have never experienced what i am actually talking about in this thread.
I have no problem killing players, but when my 4 man group (for example) is getting shot by multiple siege weapons (coldfire, fire ballista, meatbag etc) from 20+ people standing behind their zerg, then are we actually supposed to do in this situation. again, the fact that you just say to "adapt" speaks volumes to what kind of pvp you experience compared to me.
After every fight vs a zerg we can check our combat metrics addon and see that siege is the highest damage received by extreme amounts, way way more than any actual skill used by players. I honestly believe you must be one of the players that im talking about, the ones that just place siege when theyre inside a zerg.
ANother is the fact that meatbags apply defile to you which completely destroys you healing. How is that fair when you are vs 20+ players? The siege simply puts way too much pressure on you when you are already massively outnumbered.
You were right about one thing tho, siege definitely is a massive crutch for players.