TheMightyRevan wrote: »There is lots of things wrong in Cyrodill at the moment. Siege is not one of them, it is meant to hurt. If you're being targetted by multiple people and kept in place and killed by siege, then that's just being outplayed. It's PvP, you're not a god and you're going to die. Then again you go around hate whispering people just because you couldn't kill them in a 1v1, so I'd say that says a lot
[snip]
There are two counters to this. 1) move. 2) cleanse.
[snip] this is not always possible at all. I have spoke about this many times already in this thread. Please actually try and fight outnumbered whilst getting pummelled by siege before making such [snip] comments.
If it was easy as you suggest then this thread would not even exist and I wouldnt be back here every day reinforcing my points on siege. [snip]
I'm not sure why you think they are "silly" because those are all actual counters. I have placed siege in open fields and have been killed by players moving faster than a slow siege can move and attacking me on the siege. I've also been on the other end where the group pushes the siege in order to counter it.
There are also counters to CC. There are skills as well as pots that give you CC immunity. That is a counter to your issue. If you are 4v20, you probably should lose the fight and that is not the fault of the siege.
I have fought outnumber plenty of times, and have been in the situation you described, but never once did I think that siege needs to be nerfed. My thoughts were that we were outnumbered, we did our best, rez up and try again.
[snip], and if you say you fought outnumbered i somehow dont believe it, because you think 4v20 should be auto death for the 4. just saying move or cleanse is like telling a trial group "just dps the boss". [snip]
I would not say auto death, but at least 99% death. Are you dismissing my experience fighting siege in an open field? The answer is push the siege, every time. If you are that outnumbered, you die. Im not sure how popping an unstoppable pot and being quicker than slow siege is "silly" because it works.
[Edited for Quote]
- can be used from a safe spot so you take 0 risk while using it (keep walls etc)
- gives the strongest DoT in the game that results in around 40k damage over the duration
- works with proc sets like vicious death or elf bane
- it can hit multiple targets with 1 hit
- sometimes red circle is literally invisible
- if you purge it you risk nuking yourself and your team mates with plaguebreak
- damage ticks are no longer blockable and they are no longer dodgable. Once you get hit you are destined to face tank 40k+ damage
I see people in this thread saying it's balanced because "cyro big map and it was designed for zergy zergy ooga booga so it shouldn't be allowed to kill bigger groups that can also siege you. Oh and if you don't like it you can go to IC and hope for an enemy group bigger than 2 people or you can go battlegrounds and play flag games." Wow, thanks.
TechMaybeHic wrote: »2 problems with siege.
1. Telegraphs are often very delayed if they show at all
2.. Damage from the sticky DOTs are a death sentence.
Either might be ok without the other
BlakMarket wrote: »TheMightyRevan wrote: »There is lots of things wrong in Cyrodill at the moment. Siege is not one of them, it is meant to hurt. If you're being targetted by multiple people and kept in place and killed by siege, then that's just being outplayed. It's PvP, you're not a god and you're going to die. Then again you go around hate whispering people just because you couldn't kill them in a 1v1, so I'd say that says a lot
[snip]
There are two counters to this. 1) move. 2) cleanse.
[snip] this is not always possible at all. I have spoke about this many times already in this thread. Please actually try and fight outnumbered whilst getting pummelled by siege before making such [snip] comments.
If it was easy as you suggest then this thread would not even exist and I wouldnt be back here every day reinforcing my points on siege. [snip]
I'm not sure why you think they are "silly" because those are all actual counters. I have placed siege in open fields and have been killed by players moving faster than a slow siege can move and attacking me on the siege. I've also been on the other end where the group pushes the siege in order to counter it.
There are also counters to CC. There are skills as well as pots that give you CC immunity. That is a counter to your issue. If you are 4v20, you probably should lose the fight and that is not the fault of the siege.
I have fought outnumber plenty of times, and have been in the situation you described, but never once did I think that siege needs to be nerfed. My thoughts were that we were outnumbered, we did our best, rez up and try again.
[snip], and if you say you fought outnumbered i somehow dont believe it, because you think 4v20 should be auto death for the 4. just saying move or cleanse is like telling a trial group "just dps the boss". [snip]
I would not say auto death, but at least 99% death. Are you dismissing my experience fighting siege in an open field? The answer is push the siege, every time. If you are that outnumbered, you die. Im not sure how popping an unstoppable pot and being quicker than slow siege is "silly" because it works.
[Edited for Quote]
Dont you only play non proc cyro though? Where proc sets and cp dont buff siege?
jarlragnar wrote: »Siege is not the problem, just the other night in Blackreach EP had siege plus boots on the ground for 20 minutes and not one person from the AD ball group died. That to me is a major problem, how can you out heal all that damage, have all those shields and not a single person die? I was on a cold fire ballista, 10+ more siege hitting the group and no one died. That doesn’t make the game fun anymore, I just runaway and attack something else on the map.
should this happen when already fighting vs heavily outnumbered?
(plenty more screens for you if you need btw)
KiltMaster wrote: »I ain't reading all that
But the good news is that elf bane won't extend siege as of august 21
that will solve some of the issues
Please buff siege
Necrotech_Master wrote: »
Necrotech_Master wrote: »
That's awesome! Would have preferred a 200% buff, but I'll take what I can get!
Necrotech_Master wrote: »
That's awesome! Would have preferred a 200% buff, but I'll take what I can get!
And for PC users, there's an addon that lets you toggle from constrained to normal view with one keypress or mouse wheel roll.
Necrotech_Master wrote: »
That's awesome! Would have preferred a 200% buff, but I'll take what I can get!
And for PC users, there's an addon that lets you toggle from constrained to normal view with one keypress or mouse wheel roll.
Oh really? Do you happen to know what it's called? My camera setting keeps changing back to what I had last when I change it and it's annoying to keep changing back. Being able to switch between them on the fly sounds quite nice
In my view the only siege that needs to be toned down are oil pots. Either the damage, places it can deployed, or the amount that can be placed in any given area. As it stands today, you can ram a keep if the holder deploys max oils. The ram melts before you can hit the door.
I do also believe that folks overly crutch on siege but what's one to do? I hate the playstyle but understand why they do it.
One thing I'd love to see is that there is a limited amount of siege available during a campaign per alliance. One they run out, they can't buy anymore. Maybe put in ways to craft it so your not completely SOL.
Also, I'd love to see a achievement for burning a number of lancers. One of my favor things to do