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https://forums.elderscrollsonline.com/en/discussion/668861

Separate buffs and siege

lnigo
lnigo
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Currently siege damage is over the top nuts because of the buffs from gear. There are players calling for nerfs to siege, but it isn't necessary as siege damage at base is perfectly balanced. But when players equip gear specifically to amp their siege damage, it gets wildly out of control. Unless you're on a necromancer or templar (arguably the weakest classes in the current meta) or perhaps warden (assuming you're hit with only siege and no player debuffs that netch potentially prioritizes), there is very little counterplay, (likely only) being a purify synergy or a cleanse proc from a 5pc set.

The following buffs as of 20-FEB-2023 affect/trigger from siege:
• Deadly Strikes set (+15% damage)
• Elf Bane set (+5 second duration)
• Rapid Rot necromancer passive (+10% damage)
• Encratis Behemoth monster set (impractical, but could work. +5% damage)
• Malacath's Band? (+16% damage)
• Vicious Death?
• Minor/major berserk? (+5%/10% damage, respectively)

* "?" denotes unconfirmed or possibly fixed, but given the nature of the buffs that are confirmed to buff siege damage, it is likely that it is possible. *

siege1.png

siege2.png

siege3.png

  • Alchimiste1
    Alchimiste1
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    Nothing to see here folks, everything is perfectly balanced
    Edited by Alchimiste1 on 21 March 2023 06:17
  • Alchimiste1
    Alchimiste1
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    1.png

    Here is another one;




    Edited by Alchimiste1 on 21 March 2023 06:24
  • OBJnoob
    OBJnoob
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    Yup I agree. Gear youre wearing shouldn't change siege at all.
  • ProudMary
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  • MachineGod
    MachineGod
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    Just like to add: Non of the damage increases are intentional and should be treated as a bug.

    See my below comments from other threads about this:

    Original post about patch notes released stopping sets from interacting with siege

    A lite of patch notes and bug fixes to passives, skills and sets over the years and addressing their interactions with siege

    My own examples of wording and proc sets interacting with siege not being intentional including specific wording of passives and sets

    The current list of bugs made specifically for Cyro including everything mentioned

    @ZOS_Kevin Sorry for another ping on this but its another example of a recurring theme. Any chance the above can be passed to the dev's to finally get some traction on this would be greatly appreciated. Myself, the OP here and many others have all submitted threads, bug reports and feedback regarding these issues.

  • RealLoveBVB
    RealLoveBVB
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    Siege shield and purge are there for a reason.
  • lnigo
    lnigo
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    Siege shield and purge are there for a reason.

    Are you suggesting the answer to this unintentional issue is for every player to slot two of the highest costing skills in the game for counterplay until it's resolved?
  • RealLoveBVB
    RealLoveBVB
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    lnigo wrote: »
    Siege shield and purge are there for a reason.

    Are you suggesting the answer to this unintentional issue is for every player to slot two of the highest costing skills in the game for counterplay until it's resolved?

    Hu? Siege shield works on everyone. So it's enough if you have 1 or 2 players using it in a battle.
  • lnigo
    lnigo
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    lnigo wrote: »
    Siege shield and purge are there for a reason.

    Are you suggesting the answer to this unintentional issue is for every player to slot two of the highest costing skills in the game for counterplay until it's resolved?

    Hu? Siege shield works on everyone. So it's enough if you have 1 or 2 players using it in a battle.

    Yes and it only covers a small radius. Piling everyone under 1 or 2 shields as you suggest would potentially cause other problems.
  • VaranisArano
    VaranisArano
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    Wasn't Vicious Death supposed to be fixed so it doesn't proc off siege killing blows?

    I know it used to work (Source: got a bunch of kills from it years ago during Midyear Mayhem back when Sloads procced off of siege too), but I thought it was changed with the Wolfhunter update.
  • Necrotech_Master
    Necrotech_Master
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    siege should be strong, the examples your providing are 2 of the strongest siege (oils and coldfire ballista)

    the lancer ticks seem find, if your getting hit by the entire burst then you got caught in the middle or didnt dodge it

    in all of these siege complaint posts, not once has it been presented for literally any other siege weapon being complained about dmg (meatbags, normal fire ballista, scattershots, etc), assuming your correct about all of the other buffs interacting with siege besides elf bane
    1.png

    Here is another one;

    i see literally nothing wrong with this, you got shot by 3 different coldfire ballista and you still survived long enough to take more than 1 tick from 2 of the 3, the way i see it, survivability is way too high, siege weapons should not be hitting like a wet noodle
    Edited by Necrotech_Master on 23 March 2023 19:21
    plays PC/NA
    handle @Necrotech_Master
    active player since april 2014

    i have my main house (grand topal hideaway) listed in the housing tours, it has multiple target dummies, scribing altar, and grandmaster stations (in progress being filled out), as well as almost every antiquity furnishing on display to preview them

    feel free to stop by and use the facilities
  • Alchimiste1
    Alchimiste1
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    siege should be strong, the examples your providing are 2 of the strongest siege (oils and coldfire ballista)

    the lancer ticks seem find, if your getting hit by the entire burst then you got caught in the middle or didnt dodge it

    in all of these siege complaint posts, not once has it been presented for literally any other siege weapon being complained about dmg (meatbags, normal fire ballista, scattershots, etc), assuming your correct about all of the other buffs interacting with siege besides elf bane
    1.png

    Here is another one;

    i see literally nothing wrong with this, you got shot by 3 different coldfire ballista and you still survived long enough to take more than 1 tick from 2 of the 3, the way i see it, survivability is way too high, siege weapons should not be hitting like a wet noodle

    well yeah people don't complain about those other sieges because they are far more balanced. The picture I posted doesn't mean I expect to survive 3 coordinated coldfire. It's posted to show the ridiculous numbers you can get with them.
  • Necrotech_Master
    Necrotech_Master
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    siege should be strong, the examples your providing are 2 of the strongest siege (oils and coldfire ballista)

    the lancer ticks seem find, if your getting hit by the entire burst then you got caught in the middle or didnt dodge it

    in all of these siege complaint posts, not once has it been presented for literally any other siege weapon being complained about dmg (meatbags, normal fire ballista, scattershots, etc), assuming your correct about all of the other buffs interacting with siege besides elf bane
    1.png

    Here is another one;

    i see literally nothing wrong with this, you got shot by 3 different coldfire ballista and you still survived long enough to take more than 1 tick from 2 of the 3, the way i see it, survivability is way too high, siege weapons should not be hitting like a wet noodle

    well yeah people don't complain about those other sieges because they are far more balanced. The picture I posted doesn't mean I expect to survive 3 coordinated coldfire. It's posted to show the ridiculous numbers you can get with them.

    nobody complains about the other siege cause its so darn weak

    tell me the last time you died to say a lightning ballista or even a normal fire ballista when you werent taking dmg from anything else

    my stam NB has almost no good heals, and i wouldnt even care if a lightning ballista hit me cause it doesnt even hurt (not to mention almost nobody uses them because they are so weak), i also understand they are meant to drain magicka but that also seems to do nothing
    plays PC/NA
    handle @Necrotech_Master
    active player since april 2014

    i have my main house (grand topal hideaway) listed in the housing tours, it has multiple target dummies, scribing altar, and grandmaster stations (in progress being filled out), as well as almost every antiquity furnishing on display to preview them

    feel free to stop by and use the facilities
  • TheMightyRevan
    TheMightyRevan
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    siege should be strong, the examples your providing are 2 of the strongest siege (oils and coldfire ballista)

    the lancer ticks seem find, if your getting hit by the entire burst then you got caught in the middle or didnt dodge it

    in all of these siege complaint posts, not once has it been presented for literally any other siege weapon being complained about dmg (meatbags, normal fire ballista, scattershots, etc), assuming your correct about all of the other buffs interacting with siege besides elf bane
    1.png

    Here is another one;

    i see literally nothing wrong with this, you got shot by 3 different coldfire ballista and you still survived long enough to take more than 1 tick from 2 of the 3, the way i see it, survivability is way too high, siege weapons should not be hitting like a wet noodle

    well yeah people don't complain about those other sieges because they are far more balanced. The picture I posted doesn't mean I expect to survive 3 coordinated coldfire. It's posted to show the ridiculous numbers you can get with them.

    nobody complains about the other siege cause its so darn weak

    tell me the last time you died to say a lightning ballista or even a normal fire ballista when you werent taking dmg from anything else

    my stam NB has almost no good heals, and i wouldnt even care if a lightning ballista hit me cause it doesnt even hurt (not to mention almost nobody uses them because they are so weak), i also understand they are meant to drain magicka but that also seems to do nothing

    ofcourse we are complaining about meatbags and scattershots aswell, because of the insane debuffs they put on you. Those never got adjusted after the change to all the major and minor buffs. Meatbags are ridicolous right now, they literally stop your healing. Calling a meatbag weak is denying reality
    Edited by TheMightyRevan on 24 March 2023 18:40
  • Mansquito
    Mansquito
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    Siege should be extremely strong. Barely anyone actually uses it and this will decrease even more if it gets nerfed. You shouldn't be able to stand under oil and expect to survive if you're getting hit by multiple sources of it and/or allowing multiple ticks. Hence the need for a siege shield in the group/zerg, a purge in the group/zerg, good ground heals in the group/zerg.

    A well organised, well balanced group can counter siege, just about. A zerg of unorganised, unsynergised players will come up short against it and that's how it should be.
    Edited by Mansquito on 28 March 2023 13:06
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