TheBonesXXX wrote: »VaranisArano wrote: »TheBonesXXX wrote: »So could someone tell me what we are supposed to do with the sets, passives, and skills that are of no longer any use in the siege? Even in nature, everything has an equal and opposite reaction. However, here there is no counter to the oblivion. You say you are playing in Sotha which may explain your take on this. Vivec is clearly a different story.
With one swipe, apparently accidently added in their coding, ZOS has rendered sets, passives, and skills totally useless.
None of those things are useless, people actually have to use tactics.
Flanking, ambush, squad units, terrain..
Running around in a big ball with assigned ability spam doesn't cut it anymore, just gets people blown up.
People are going to have to put multiple breaches in keep walls.
Like we did the last time ZOS buffed siege!
Oh. Wait. ZOS reverted that buff.
So, what actually changed that we should do the same thing twice, expecting different results?
They reverted that buff because the whining is so strong on these forums.
Just like most of the changes made where because full grown diaper wearers don't come here making suggestions to improve the game. They just think their playstyle is underpowered when they die and anyone who beat them is over powered.
Most of the forums is littered with noise instead of players understanding simple engine physics and mechanics. Hell, most of the players here do not even know how to use the terminology correctly.
So when simple observations are articulated they get shot down because most of these posters are trying to get every playstyle but their own nerfed.
It's hard for people with a h-i-a entitlement attitude to respect others.
I welcome the tactical acumen and finesse finallt making its way into PvP alongside mindless brute force.
Brute Force days are numbered, time to get Darwin'd for all who can't handle.
pre-patch:
- most keep fights were spread out. No one touched FD, and if they did it was spread out with ranged siege.
- maps looked static on tri-keeps but overall fights we dynamic.
- ball groups werent trolling as much
- lag was choppy during heavy keep fights but quickly went away.
post patch:
- first 3 keep/outpost fights were boring zerg stacks on front door lol.
- zergs more bloodthirsty on anyone that attacked flanks solo.
- ball groups returned with strong heals
- DC pushed back to glade (like it always was in murkmire). Harder to defend keeps if you were facing against a faction stack
- lag was just as bad at 9am with 2 bar pop versus primetime weekend with pop locked factions during OP siege. Probably don't need to test during primetime to know that there will be such terrible lag you all will be complaining again lol.
conclusions:
- map dynamics need something to checkmate zergs. There is no mechanic that punishes faction stacks.
- OP siege was fun, but notconsistent across game modes. Would like to see something introduced (not artifacts) that punishes zergs without needing a ball group/zerg.
- seriously doubt any other changes to cyro will result in the punishing mechanics we saw over the week of "op"siege.
The most important question and the one many of us want to know: How are the post patch fights down by the Alessia bridge?
IDGAF about the map, or which keep DC can't hold. I'm in this for the fights.
VaranisArano wrote: »Lady_Scorp72 wrote: »VaranisArano wrote: »TheBonesXXX wrote: »So could someone tell me what we are supposed to do with the sets, passives, and skills that are of no longer any use in the siege? Even in nature, everything has an equal and opposite reaction. However, here there is no counter to the oblivion. You say you are playing in Sotha which may explain your take on this. Vivec is clearly a different story.
With one swipe, apparently accidently added in their coding, ZOS has rendered sets, passives, and skills totally useless.
None of those things are useless, people actually have to use tactics.
Flanking, ambush, squad units, terrain..
Running around in a big ball with assigned ability spam doesn't cut it anymore, just gets people blown up.
People are going to have to put multiple breaches in keep walls.
Like we did the last time ZOS buffed siege!
Oh. Wait. ZOS reverted that buff.
So, what actually changed that we should do the same thing twice, expecting different results?
When was the last time they buffed siege? I only started PVP about a year ago, so I’m curious if it was before battlegrounds, increase in CP, and the new sets/monster helm sets. I’m wondering if all those things have mitigated siege damage so much, that the reverted changes might work better now. That said, it’s definitely too much as it stands today, but I’m in the camp that would like to see it buffed in some fashion.
Its pretty recent, actually.
Summerset saw catapult damage buffed, resulting in effectively the same type of tactics that we saw now with this bug (which is more severe and impacts all types of siege).
Wolfhunter saw that change reverted, while increasing siege damage in CP Campaigns only to better match No CP siege damage.
In short, this bug took us back to a (worse) version of what we saw during Summerset, and Wolfhunter's reverting of that change brought us back to pre-Summerset tactics.
Now, we've got a bunch of players wanting to go back to the Summerset version, and I just don't see where anything's changed to support going back to a state of affairs where that buff got reverted.
TheBonesXXX wrote: »VaranisArano wrote: »TheBonesXXX wrote: »So could someone tell me what we are supposed to do with the sets, passives, and skills that are of no longer any use in the siege? Even in nature, everything has an equal and opposite reaction. However, here there is no counter to the oblivion. You say you are playing in Sotha which may explain your take on this. Vivec is clearly a different story.
With one swipe, apparently accidently added in their coding, ZOS has rendered sets, passives, and skills totally useless.
None of those things are useless, people actually have to use tactics.
Flanking, ambush, squad units, terrain..
Running around in a big ball with assigned ability spam doesn't cut it anymore, just gets people blown up.
People are going to have to put multiple breaches in keep walls.
Like we did the last time ZOS buffed siege!
Oh. Wait. ZOS reverted that buff.
So, what actually changed that we should do the same thing twice, expecting different results?
They reverted that buff because the whining is so strong on these forums.
Just like most of the changes made where because full grown diaper wearers don't come here making suggestions to improve the game. They just think their playstyle is underpowered when they die and anyone who beat them is over powered.
Most of the forums is littered with noise instead of players understanding simple engine physics and mechanics. Hell, most of the players here do not even know how to use the terminology correctly.
So when simple observations are articulated they get shot down because most of these posters are trying to get every playstyle but their own nerfed.
It's hard for people with a h-i-a entitlement attitude to respect others.
I welcome the tactical acumen and finesse finallt making its way into PvP alongside mindless brute force.
Brute Force days are numbered, time to get Darwin'd for all who can't handle.
pre-patch:
- most keep fights were spread out. No one touched FD, and if they did it was spread out with ranged siege.
- maps looked static on tri-keeps but overall fights we dynamic.
- ball groups werent trolling as much
- lag was choppy during heavy keep fights but quickly went away.
post patch:
- first 3 keep/outpost fights were boring zerg stacks on front door lol.
- zergs more bloodthirsty on anyone that attacked flanks solo.
- ball groups returned with strong heals
- DC pushed back to glade (like it always was in murkmire). Harder to defend keeps if you were facing against a faction stack
- lag was just as bad at 9am with 2 bar pop versus primetime weekend with pop locked factions during OP siege. Probably don't need to test during primetime to know that there will be such terrible lag you all will be complaining again lol.
conclusions:
- map dynamics need something to checkmate zergs. There is no mechanic that punishes faction stacks.
- OP siege was fun, but notconsistent across game modes. Would like to see something introduced (not artifacts) that punishes zergs without needing a ball group/zerg.
- seriously doubt any other changes to cyro will result in the punishing mechanics we saw over the week of "op"siege.
The most important question and the one many of us want to know: How are the post patch fights down by the Alessia bridge?
IDGAF about the map, or which keep DC can't hold. I'm in this for the fights.
TheBonesXXX wrote: »VaranisArano wrote: »TheBonesXXX wrote: »So could someone tell me what we are supposed to do with the sets, passives, and skills that are of no longer any use in the siege? Even in nature, everything has an equal and opposite reaction. However, here there is no counter to the oblivion. You say you are playing in Sotha which may explain your take on this. Vivec is clearly a different story.
With one swipe, apparently accidently added in their coding, ZOS has rendered sets, passives, and skills totally useless.
None of those things are useless, people actually have to use tactics.
Flanking, ambush, squad units, terrain..
Running around in a big ball with assigned ability spam doesn't cut it anymore, just gets people blown up.
People are going to have to put multiple breaches in keep walls.
Like we did the last time ZOS buffed siege!
Oh. Wait. ZOS reverted that buff.
So, what actually changed that we should do the same thing twice, expecting different results?
They reverted that buff because the whining is so strong on these forums.
Just like most of the changes made where because full grown diaper wearers don't come here making suggestions to improve the game. They just think their playstyle is underpowered when they die and anyone who beat them is over powered.
Most of the forums is littered with noise instead of players understanding simple engine physics and mechanics. Hell, most of the players here do not even know how to use the terminology correctly.
So when simple observations are articulated they get shot down because most of these posters are trying to get every playstyle but their own nerfed.
It's hard for people with a h-i-a entitlement attitude to respect others.
I welcome the tactical acumen and finesse finallt making its way into PvP alongside mindless brute force.
Brute Force days are numbered, time to get Darwin'd for all who can't handle.
pre-patch:
- most keep fights were spread out. No one touched FD, and if they did it was spread out with ranged siege.
- maps looked static on tri-keeps but overall fights we dynamic.
- ball groups werent trolling as much
- lag was choppy during heavy keep fights but quickly went away.
post patch:
- first 3 keep/outpost fights were boring zerg stacks on front door lol.
- zergs more bloodthirsty on anyone that attacked flanks solo.
- ball groups returned with strong heals
- DC pushed back to glade (like it always was in murkmire). Harder to defend keeps if you were facing against a faction stack
- lag was just as bad at 9am with 2 bar pop versus primetime weekend with pop locked factions during OP siege. Probably don't need to test during primetime to know that there will be such terrible lag you all will be complaining again lol.
conclusions:
- map dynamics need something to checkmate zergs. There is no mechanic that punishes faction stacks.
- OP siege was fun, but notconsistent across game modes. Would like to see something introduced (not artifacts) that punishes zergs without needing a ball group/zerg.
- seriously doubt any other changes to cyro will result in the punishing mechanics we saw over the week of "op"siege.
Animation and attack priority is currently driven by gameplay mechanics, and animation design is created to support the gameplay features. Animation cancelling with macro usage is "cheating", but the way that attacks currently interact is intended, but will hopefully be improved in the future.