VaranisArano wrote: »Do you also feel that siege is doing too much damage to ball groups with dedicated healers and stacked HOTs?
Or is it just doing too much to you?
Alchimiste1 wrote: »VaranisArano wrote: »Do you also feel that siege is doing too much damage to ball groups with dedicated healers and stacked HOTs?
Or is it just doing too much to you?
Siege does absolutely nothing to ball groups. Siege is not an effective counter to ballgroups. Ball groups only die when they get an entire faction stack on them and a negate gets dropped. Otherwise siege just tickles them/
There is indeed a problem with hot stacking but thats a separate issue. As things are siege is currently far more affective against uncoordinated groups than against organized ball groups with every buff in the game.
VaranisArano wrote: »Alchimiste1 wrote: »VaranisArano wrote: »Do you also feel that siege is doing too much damage to ball groups with dedicated healers and stacked HOTs?
Or is it just doing too much to you?
Siege does absolutely nothing to ball groups. Siege is not an effective counter to ballgroups. Ball groups only die when they get an entire faction stack on them and a negate gets dropped. Otherwise siege just tickles them/
There is indeed a problem with hot stacking but thats a separate issue. As things are siege is currently far more affective against uncoordinated groups than against organized ball groups with every buff in the game.
It's basically true that everything in Cyrodiil is more effective against uncoordinated groups and solo players than ball groups. Because ball groups build in those layers of HOTs and heals to withstand all that damage. Uncoordinated groups and solo players don't.
Nerfing siege means that ball groups don't even have to build to withstand that damage anymore, freeing up the resources that went towards constant overhealing under siege for other abilities and resulting in a significant buff to them. Was that your intent?
i wonder if it's perspective (mostly attacking group play versus mostly defending solo play) that makes some folks not like siege and others like it...
VaranisArano wrote: »i wonder if it's perspective (mostly attacking group play versus mostly defending solo play) that makes some folks not like siege and others like it...
I can tell you that from a raid healer's perspective, there's a huge difference in perspective depending on whether we're using siege or being siege.
From the outside, fighting an organized group, it feels like we're barely tickling them.
From the inside, we're healing constantly, keeping a nervous eye on our resources, and panicking every time Crown's health takes a big dip. The siegers never know how close we are to wiping to siege sometimes.
VaranisArano wrote: »
I can tell you that from a raid healer's perspective, there's a huge difference in perspective depending on whether we're using siege or being siege.
From the outside, fighting an organized group, it feels like we're barely tickling them.
From the inside, we're healing constantly, keeping a nervous eye on our resources, and panicking every time Crown's health takes a big dip. The siegers never know how close we are to wiping to siege sometimes.
Alchimiste1 wrote: »VaranisArano wrote: »i wonder if it's perspective (mostly attacking group play versus mostly defending solo play) that makes some folks not like siege and others like it...
I can tell you that from a raid healer's perspective, there's a huge difference in perspective depending on whether we're using siege or being siege.
From the outside, fighting an organized group, it feels like we're barely tickling them.
From the inside, we're healing constantly, keeping a nervous eye on our resources, and panicking every time Crown's health takes a big dip. The siegers never know how close we are to wiping to siege sometimes.
Oh so you ball group.
You were really trying to convince me that your group would start to run less healers and less efficient sets if siege got toned down a bit LOL.
I've done solo pvp, small group pvp, large group coordinated and uncoordinated.
By far siege is the easiest to deal with when you are in a ball group with lots of healers.
SaffronCitrusflower wrote: »The only siege I think should be nerfed is oils. Coldfire and lancers can't be purchased from every vendor like oils can, so they should do more damage than any siege from the generic siege vendor.
There is also a huge problem with the indication circle of siege never showing on the ground, so you don't know you're being sieged until you check your death recap, but this is with all siege, and it's the most common with oils.
Siege is good at destroying other siege and/or deterring other siegers from firing their own equipment. It is also okay at hurting players, but normally when they are lured into a certain area such as by baiting defenders out/inside keep walls or when attacker's are walking through a freshly opened door or wall.
Otherwise it's almost useless because it takes annoyingly long to fire and reload, the projectile itself is slow and telegraphed, and players normally move too fast to be aimed at reliably.
When the enemy manages to cluster (bait,) you together and send a well timed volley of siege... Well, that really should do a lot of damage, shouldn't it?
Single people getting hit by single siege... Honestly, if you can't avoid it purge it or heal through it... You need to work on your character. Too squishy.
I have been on both sides of the discussion. Been unable to enter a breach because of coordinated siege and been holding a breach against ridiculous odds only due to coordinated siege. These are hallmarks of GOOD battles and result in FAT ticks. Seek them out.
Good luck hitting my stamsorc L.O.L.
Try sieging the siege.
I'm not assuming you play solo-- I didn't watch the video-- I'm assuming you need help because I've played this game for like 5 years and it isn't that big of a deal.
If there's a group of enemies you regularly fight against who coordinate lancers then I feel for you. I'm sure that is annoying. But no, 4 lancers isn't enough to single-handedly defend a keep.
Lancers are found through antiquities, aren't they? Seriously... Set up some fire trebs on them. They'll run out of lancers before you run out of trebs.
Alchimiste1 wrote: »[snip] I'm arguing with the very same people that sit atop a keep and do nothing but siege.
Elendir2am wrote: »Alchimiste1 wrote: »[snip] I'm arguing with the very same people that sit atop a keep and do nothing but siege.
So, you think, that all of us only defend keeps, never conquering keeps? And that none of us go out of keep to pushe attacker from walls or gate, to prevent lighting keep up?
Elendir2am wrote: »Lancers are:
- difficult to obtain, leads - leg work - excavations,
- anti personnel, ineffective against anything else than player,
- weapon with direct path of projectile, limiting factor from where to where you can shoot,
- big scatter of projectile, you hit your target sometime with all, sometime with only one projetile;
- don't left AoE DoTs, You can exit location and return.
So, if keep was defended only by lancers, then it would be easy to avoid any damage from sieges.
Alchimiste1 wrote: »One last thing, yes lancers can be hard to get because you scry for them but be honest, how often do those people lose or get their lancers burned ? almost never because they only get placed on keeps when the walls are up to provide heavy defense. I think there should be a better mechanic.
VaranisArano wrote: »Do you also feel that siege is doing too much damage to ball groups with dedicated healers and stacked HOTs?
Or is it just doing too much to you?
BlakMarket wrote: »VaranisArano wrote: »Do you also feel that siege is doing too much damage to ball groups with dedicated healers and stacked HOTs?
Or is it just doing too much to you?
Siege does the bare minimum to any semi competent ball group, how do I know? I've personally played the play style or head over to twitch and watch ballgroups who stream & you'll see first hand how siege does the bare minimum.
VaranisArano wrote: »BlakMarket wrote: »VaranisArano wrote: »Do you also feel that siege is doing too much damage to ball groups with dedicated healers and stacked HOTs?
Or is it just doing too much to you?
Siege does the bare minimum to any semi competent ball group, how do I know? I've personally played the play style or head over to twitch and watch ballgroups who stream & you'll see first hand how siege does the bare minimum.
I've been a healer in an organized raid, which is why I feel that nerfing siege is the wrong answer. If you feel it does the bare minimum to ballgroups, I can't see how the answer is to make it do even less to them. We don't need the indirect buff or to spend less effort on surviving siege and thus have more resources available to do damage than before.