PvDooring in Cyrodiil is much to common and needs more insteat of less counterplay. Very often you have noone defending because siege will still not kill anyone in zerg using siege shield and crosshealing despite siege beeing created to fight big groups.
A keep should be defendable by outnumbered defenders like it also was IRL to give outnumbered players also a few victorys/kills rather than gettingoverrun every fight and a reason not to quit PvP.
RaidingTraiding wrote: »PvDooring in Cyrodiil is much to common and needs more insteat of less counterplay. Very often you have noone defending because siege will still not kill anyone in zerg using siege shield and crosshealing despite siege beeing created to fight big groups.
A keep should be defendable by outnumbered defenders like it also was IRL to give outnumbered players also a few victorys/kills rather than gettingoverrun every fight and a reason not to quit PvP.
The problem with that is these "outnumbered players" will bail when the opposite side get inside. You can't successfully fight outnumbered in those situations relying on siege alone which is what these players want. A good majority from what I've seen have no intention of ever using the skills on their bars. I'm a big supporter of fighting outnumbered, I just don't think siege is the way to go about it, nor should it be.
The specific scenario I had in mind in my first comment was taking a group to an outpost with the intention of capturing it to generate outnumbered fights. Like actual pvp not siege v siege. In a lot of those cases having a few people defending with oils makes it nearly impossible to take it with a smaller group. If you want to take it you would actually need a bigger group with a ton more heals. You shouldn't need a zerg, ball group, or faction stack to take an outpost defended by a few people. And who's to say you're not trying to take it from the faction that's pvdooring and zerging the hardest. Sometimes you may be getting gated and find that taking an outpost rather than a keep appears to be the easier task.
Again it just seems crazy to me that people think siege which does way more damage than ults (with a bigger radius too) and can be fired every few seconds or constantly if you have multiple siege on rotation is balanced. Oils and meatbags also put a defile on you that's greater than any player or set sourced debuff in the game.
FlopsyPrince wrote: »Necrotech_Master wrote: »FlopsyPrince wrote: »BetweenMidgets wrote: »I don't like the trend where if there are cross swords on the map, there is a specific segment of the "pvp" population that runs up just to put down siege.
Or the NBs that run into a opposing faction's keep / outpost just to put up oils. The moment you even look their direction they run. Legit ZERO pvp.
And some siege is a joke, yes. Ballista bolt? Who cares. But those cold stone trebs hit for over 25k, and sometimes their indicator doesn't show up on the ground.
I'm not sure why someone pointing and clicking should do more damage than my full timed rotation and ult dump.
Can NBs go into opposing faction castles before the walls or gates come down?
the only ones who get into a keep before walls are down are either people who were there when the walls were down and just stayed hidden, or people finding exploits to get into a keep without sieging (long jumping mounts in certain areas, certain skills that can make someone appear on the other side of a door)
That is what I thought. The reply indicated otherwise so I wondered.
MISTFORMBZZZ wrote: »Siege weapons should only work inside keeps aswell and the damage of oil and coldfire should be nerfed.
Alone the fact zos is releasing a siege set, is proving that siege is out of controll.
Groups still often will not have more than 1 player in siege radius because they have to spread to use ballistae as you cant place them too near or on top of each other.SkaraMinoc wrote: »Siege needs to scale based on the number of players hit. Solo players should take less damage and groups should take more damage. Siege is basically useless against groups right now.
SkaraMinoc wrote: »Siege needs to scale based on the number of players hit. Solo players should take less damage and groups should take more damage. Siege is basically useless against groups right now.
RaidingTraiding wrote: »PvDooring in Cyrodiil is much to common and needs more insteat of less counterplay. Very often you have noone defending because siege will still not kill anyone in zerg using siege shield and crosshealing despite siege beeing created to fight big groups.
A keep should be defendable by outnumbered defenders like it also was IRL to give outnumbered players also a few victorys/kills rather than gettingoverrun every fight and a reason not to quit PvP.
The problem with that is these "outnumbered players" will bail when the opposite side get inside. You can't successfully fight outnumbered in those situations relying on siege alone which is what these players want. A good majority from what I've seen have no intention of ever using the skills on their bars. I'm a big supporter of fighting outnumbered, I just don't think siege is the way to go about it, nor should it be.
The specific scenario I had in mind in my first comment was taking a group to an outpost with the intention of capturing it to generate outnumbered fights. Like actual pvp not siege v siege. In a lot of those cases having a few people defending with oils makes it nearly impossible to take it with a smaller group. If you want to take it you would actually need a bigger group with a ton more heals. You shouldn't need a zerg, ball group, or faction stack to take an outpost defended by a few people. And who's to say you're not trying to take it from the faction that's pvdooring and zerging the hardest. Sometimes you may be getting gated and find that taking an outpost rather than a keep appears to be the easier task.
Again it just seems crazy to me that people think siege which does way more damage than ults (with a bigger radius too) and can be fired every few seconds or constantly if you have multiple siege on rotation is balanced. Oils and meatbags also put a defile on you that's greater than any player or set sourced debuff in the game.
I see "organized groups" stand in oils and siege as if it didn't exist every time I'm in Cyrodiil. It literally has zero impact on certain groups.
Joy_Division wrote: »I see "organized groups" stand in oils and siege as if it didn't exist every time I'm in Cyrodiil. It literally has zero impact on certain groups.
The 8 forgive players that use their abilities not to automatically die to iventory tiems.
I don't need a ball group. As a solo player, if I get hit with a seige weapon, I will heal, shield, cleanse, etc. myself and not die.
PvP can be frustrating in that human opponents dont act like NPCs and not just keel over and automatically die when players press a button
Jman100582 wrote: »Do you know what actually kills you? It’s not the damage…half the time it’s the siege debuffs themselves. For example meatbag ballistas apply a (I believe) 30% healing debuff. And scatter shots apply a 30% increases dmg taken bonus. And these stack as well, for each siege aoe you stand in. A lot of the unique debuffs in pvp (guard impale debuff, archer guard snipe defile, various siege debuffs) are still in line with the old 15/30% minor/major buff system and still haven’t been adjusted. So when you do inevitably get hit by siege there is very little room for counter play. There are times you simply can’t avoid the dmg, for whatever reason. Siege and guard debuffs need to be adjusted, and have needed adjusted but just fly under the radar cuz most players don’t understand how strong they really are. Also, pls get negate off mage guards. They spam it through walls and ignore line of sight (I’ve been negated from a guard from the bottom floor of a corner tower while sitting on top tower)
Jman100582 wrote: »Siege and guard debuffs need to be adjusted, and have needed adjusted but just fly under the radar cuz most players don’t understand how strong they really are. Also, pls get negate off mage guards. They spam it through walls and ignore line of sight (I’ve been negated from a guard from the bottom floor of a corner tower while sitting on top tower)
Joy_Division wrote: »Jman100582 wrote: »Siege and guard debuffs need to be adjusted, and have needed adjusted but just fly under the radar cuz most players don’t understand how strong they really are. Also, pls get negate off mage guards. They spam it through walls and ignore line of sight (I’ve been negated from a guard from the bottom floor of a corner tower while sitting on top tower)
Now we are complaining about guards? Really? PvDooring is now too difficult? Move out of the Negate.
Jman100582 wrote: »Joy_Division wrote: »Jman100582 wrote: »Siege and guard debuffs need to be adjusted, and have needed adjusted but just fly under the radar cuz most players don’t understand how strong they really are. Also, pls get negate off mage guards. They spam it through walls and ignore line of sight (I’ve been negated from a guard from the bottom floor of a corner tower while sitting on top tower)
Now we are complaining about guards? Really? PvDooring is now too difficult? Move out of the Negate.
Guard ai shouldn’t ignore line of sight, and they DEFINITELY shouldn’t be able to spam an ultimate. If you are inside a keep, transit guards can negate you when you’re all the way on the top floor. Archer guard defile stacking is ridiculous, guard impale debuff is a ridiculous increase damage taken. When I’m solo in a tower, I HAVE to kill guards before I kill players because they are THAT grief and annoying. I’ve been chain spammed and pulled through walls by guards. I’ve been multi negated by guards. That type of stuff just shouldn’t be happening tbh
YandereGirlfriend wrote: »Jman100582 wrote: »Joy_Division wrote: »Jman100582 wrote: »Siege and guard debuffs need to be adjusted, and have needed adjusted but just fly under the radar cuz most players don’t understand how strong they really are. Also, pls get negate off mage guards. They spam it through walls and ignore line of sight (I’ve been negated from a guard from the bottom floor of a corner tower while sitting on top tower)
Now we are complaining about guards? Really? PvDooring is now too difficult? Move out of the Negate.
Guard ai shouldn’t ignore line of sight, and they DEFINITELY shouldn’t be able to spam an ultimate. If you are inside a keep, transit guards can negate you when you’re all the way on the top floor. Archer guard defile stacking is ridiculous, guard impale debuff is a ridiculous increase damage taken. When I’m solo in a tower, I HAVE to kill guards before I kill players because they are THAT grief and annoying. I’ve been chain spammed and pulled through walls by guards. I’ve been multi negated by guards. That type of stuff just shouldn’t be happening tbh
Not to mention the deprecated Chains that the guards have have like a 75% chance to bug-out and do the slow-mo pull that is basically a guaranteed death because you're locked-out of doing anything for like four consecutive GCDs.