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

State of the Game -- A Former PVP Guild Lead's Commentary

  • TheBull
    TheBull
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  • TheBull
    TheBull
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    @ZOS_JessicaFolsom‌ Have you guys looked at nerfing purge a bit? Right now it's the single biggest reason zerg trains are unstoppable. With 6 or 7 people in a zerg with purge on their bar they a practically immune to siege damage.

    Any update on Cloak tweeking? :'(

    Your biggest fan,
    Sunshine
    Edited by TheBull on January 8, 2015 11:32PM
  • Huntler
    Huntler
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    Poxheart wrote: »
    Huntler wrote: »
    Do you believe 1 man on a siege weapon should be killing a group of organized players running specific counters to protect themselves from such? Because I sure as hell don't.

    Perhaps you should go back & re-read @Tripwyr's comment where he said, "a single siege placed facing a flag is already devastating." That is what @Darlgon responded to.

    I read it and agree wholeheartedly. 1 man can be devastating on a piece of siege. What trip and I said are not mutually exclusive, in fact I know exactly what he means. I think people are trying to splice words a little two carefully here if they think he meant 1 piece of siege with nothing else was devastating, it is however devastating when applied with coordination of a team.
  • TheBull
    TheBull
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    Huntler wrote: »
    Do you believe 1 man on a siege weapon should be killing a group of organized players running specific counters to protect themselves from such Because I sure as hell don't.
    You mean 10 people with purge on their bar?
    Edited by TheBull on January 8, 2015 11:36PM
  • Huntler
    Huntler
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    TheBull wrote: »
    Huntler wrote: »
    Poxheart wrote: »
    Huntler wrote: »
    Do you believe 1 man on a siege weapon should be killing a group of organized players running specific counters to protect themselves from such? Because I sure as hell don't.

    Perhaps you should go back & re-read @Tripwyr's comment where he said, "a single siege placed facing a flag is already devastating." That is what @Darlgon responded to.

    I read it and agree wholeheartedly. 1 man can be devastating on a piece of siege. What trip and I said are not mutually exclusive, in fact I know exactly what he means. I think people are trying to splice words a little two carefully here if they think he meant 1 piece of siege with nothing else was devastating, it is however devastating when applied with coordination of a team.
    You mean 10 people with purge on their bar?

    Man, its like people want players to not play optimally in an organized group running support/teamwork abilities to help each other survive and beat other groups that are less organized...

    It does make me happy knowing I won't have to worry for at least another few months before more people realize 1 siege is super important in any group fight, you guys just keep doing what you're doing. Its kind of like those players that just realized a month ago s/b is super strong right now.... welcome to four months ago boys, don't believe me... next time you run in a group don't be selfish, drop a meatbag and point it at the enemy group as yours run in. Laugh at the devastation. Profit.


    Or don't, your choice.
  • TheBull
    TheBull
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    Huntler wrote: »
    TheBull wrote: »
    Huntler wrote: »
    Poxheart wrote: »
    Huntler wrote: »
    Do you believe 1 man on a siege weapon should be killing a group of organized players running specific counters to protect themselves from such? Because I sure as hell don't.

    Perhaps you should go back & re-read @Tripwyr's comment where he said, "a single siege placed facing a flag is already devastating." That is what @Darlgon responded to.

    I read it and agree wholeheartedly. 1 man can be devastating on a piece of siege. What trip and I said are not mutually exclusive, in fact I know exactly what he means. I think people are trying to splice words a little two carefully here if they think he meant 1 piece of siege with nothing else was devastating, it is however devastating when applied with coordination of a team.
    You mean 10 people with purge on their bar?

    Man, its like people want players to not play optimally in an organized group running support/teamwork abilities to help each other survive and beat other groups that are less organized...

    It does make me happy knowing I won't have to worry for at least another few months before more people realize 1 siege is super important in any group fight, you guys just keep doing what you're doing. Its kind of like those players that just realized a month ago s/b is super strong right now.... welcome to four months ago boys, don't believe me... next time you run in a group don't be selfish, drop a meatbag and point it at the enemy group as yours run in. Laugh at the devastation. Profit.


    Or don't, your choice.
    You mean 10 people running purge right?

    Sure a single meat is great. Not that great with 10 people spamming purge. 5 meats with 10 people spamming purge not that great either..
    Edited by TheBull on January 8, 2015 11:46PM
  • Huntler
    Huntler
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    TheBull wrote: »
    Huntler wrote: »
    TheBull wrote: »
    Huntler wrote: »
    Poxheart wrote: »
    Huntler wrote: »
    Do you believe 1 man on a siege weapon should be killing a group of organized players running specific counters to protect themselves from such? Because I sure as hell don't.

    Perhaps you should go back & re-read @Tripwyr's comment where he said, "a single siege placed facing a flag is already devastating." That is what @Darlgon responded to.

    I read it and agree wholeheartedly. 1 man can be devastating on a piece of siege. What trip and I said are not mutually exclusive, in fact I know exactly what he means. I think people are trying to splice words a little two carefully here if they think he meant 1 piece of siege with nothing else was devastating, it is however devastating when applied with coordination of a team.
    You mean 10 people with purge on their bar?

    Man, its like people want players to not play optimally in an organized group running support/teamwork abilities to help each other survive and beat other groups that are less organized...

    It does make me happy knowing I won't have to worry for at least another few months before more people realize 1 siege is super important in any group fight, you guys just keep doing what you're doing. Its kind of like those players that just realized a month ago s/b is super strong right now.... welcome to four months ago boys, don't believe me... next time you run in a group don't be selfish, drop a meatbag and point it at the enemy group as yours run in. Laugh at the devastation. Profit.


    Or don't, your choice.
    You mean 10 people running purge right?

    Sure a single meat is great. Not that great with 10 people spamming purge. 5 meats with 10 people spamming purge not that great either..
    Continue believing that my friend, makes my job easy. Simply put, you spend the fight shooting meatbags at them it does a little damage plus constantly puts a huge heal debuff on them. Yes purge can remove it, but 1 purge is not the counter. In a normal fight I tend to have at least 5 debuffs on me at all times, as do everyone else. Many abilities in this game alone apply 2 debuffs at a time. You think unless someone is literally spamming purge that heal debuff doesn't get removed instantly. All it takes is a second or two for that meatbag to have done its job. You also ignore the fact by meatbagging someone needs to focus their attention on ONLY purging. That is a big deal. But I am done trying to convince you of whats good for YOU.

    Don't even know why I'm doing it. And thats just talking meatbags, plenty of other siege that are extremely effective.


    10 people "slamming" purge is 10 people using time on clensing themselves instead of damaging your opposing 10 man.
    Edited by Huntler on January 8, 2015 11:51PM
  • TheBull
    TheBull
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    Huntler wrote: »
    TheBull wrote: »
    Huntler wrote: »
    TheBull wrote: »
    Huntler wrote: »
    Poxheart wrote: »
    Huntler wrote: »
    Do you believe 1 man on a siege weapon should be killing a group of organized players running specific counters to protect themselves from such? Because I sure as hell don't.

    Perhaps you should go back & re-read @Tripwyr's comment where he said, "a single siege placed facing a flag is already devastating." That is what @Darlgon responded to.

    I read it and agree wholeheartedly. 1 man can be devastating on a piece of siege. What trip and I said are not mutually exclusive, in fact I know exactly what he means. I think people are trying to splice words a little two carefully here if they think he meant 1 piece of siege with nothing else was devastating, it is however devastating when applied with coordination of a team.
    You mean 10 people with purge on their bar?

    Man, its like people want players to not play optimally in an organized group running support/teamwork abilities to help each other survive and beat other groups that are less organized...

    It does make me happy knowing I won't have to worry for at least another few months before more people realize 1 siege is super important in any group fight, you guys just keep doing what you're doing. Its kind of like those players that just realized a month ago s/b is super strong right now.... welcome to four months ago boys, don't believe me... next time you run in a group don't be selfish, drop a meatbag and point it at the enemy group as yours run in. Laugh at the devastation. Profit.


    Or don't, your choice.
    You mean 10 people running purge right?

    Sure a single meat is great. Not that great with 10 people spamming purge. 5 meats with 10 people spamming purge not that great either..
    Continue believing that my friend, makes my job easy. Simply put, you spend the fight shooting meatbags at them it does a little damage plus constantly puts a huge heal debuff on them. Yes purge can remove it, but 1 purge is not the counter. In a normal fight I tend to have at least 5 debuffs on me at all times, as do everyone else. Many abilities in this game alone apply 2 debuffs at a time. You think unless someone is literally spamming purge that heal debuff doesn't get removed instantly. All it takes is a second or two for that meatbag to have done its job. You also ignore the fact by meatbagging someone needs to focus their attention on ONLY purging. That is a big deal. But I am done trying to convince you of whats good for YOU.

    Don't even know why I'm doing it. And thats just talking meatbags, plenty of other siege that are extremely effective.


    10 people "slamming" purge is 10 people using time on clensing themselves instead of damaging your opposing 10 man.
    By saying using time you mean .1 secs from one or two guys to clear 24 people of siege dmg and debuffs from an instant cast right?
    Edited by TheBull on January 9, 2015 12:05AM
  • Tripwyr
    Tripwyr
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    Huntler, you're trying to argue with Sunshine. Stop, its pointless; he's basically Columba.
    Alacrity Founder | Forum Emperor
    World First Veteran Dragonstar Arena

    Tripwyr Manawrath - AD NA Sorcerer, Former Emperor of Haderus; Former Emperor of Hopesfire, First Cycle
    Tripwyr Flamewrath - AD NA Dragon Knight, Former Emperor of Thornblade, First Cycle
    Imperial Tripwyr - AD NA Templar, Former Emperor of Blackwater Blade
    Ripwyr - DC NA Templar
    Nyrv - EP NA Sorcerer

    I am of the firm opinion that subtracting "raging stupidity" from anyone's voice can only cause them to sound more like myself.
  • Huntler
    Huntler
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    Tripwyr wrote: »
    Huntler, you're trying to argue with Sunshine. Stop, its pointless; he's basically Columba.

    Yup, I asked for it. /sigh

    Bad Huntler *whip* Bad!!
  • TheBull
    TheBull
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    Tripwyr wrote: »
    Huntler, you're trying to argue with Sunshine. Stop, its pointless; he's basically Columba.
    Seriously? I'm am Sunshine. Stop me any time when what I'm saying is wrong. I know the game man. It is what it is.

    I stand on my own aswell. I don't need 24 people to support me. Been there done that.

    Ah I see your bud decided to go with your personal instead of the refute.

    edit- I still remember the time you pm'd me and said you rerolled from your templar to DK "because you got sick of me killing you with snipe" That was back when it had a 2.5 second cast lolol. I think my response was "who are you" lol. I thought we had gotten past that though ;)
    Edited by TheBull on January 9, 2015 12:23AM
  • Kevinmon
    Kevinmon
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    Are you fixing purge wiping your entire group?
  • Tripwyr
    Tripwyr
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    TheBull wrote: »
    Tripwyr wrote: »
    Huntler, you're trying to argue with Sunshine. Stop, its pointless; he's basically Columba.
    Seriously? I'm am Sunshine. Stop me any time when what I'm saying is wrong. I know the game man. It is what it is.

    I stand on my own aswell. I don't need 24 people to support me. Been there done that.

    Ah I see your bud decided to go with your personal instead of the refute.

    edit- I still remember the time you pm'd me and said you rerolled from your templar to DK "because you got sick of me killing you with snipe" That was back when it had a 2.5 second cast lolol. I think my response was "who are you" lol. I thought we had gotten past that though ;)

    I have no idea what you are talking about. My DK came before my Templar.
    Alacrity Founder | Forum Emperor
    World First Veteran Dragonstar Arena

    Tripwyr Manawrath - AD NA Sorcerer, Former Emperor of Haderus; Former Emperor of Hopesfire, First Cycle
    Tripwyr Flamewrath - AD NA Dragon Knight, Former Emperor of Thornblade, First Cycle
    Imperial Tripwyr - AD NA Templar, Former Emperor of Blackwater Blade
    Ripwyr - DC NA Templar
    Nyrv - EP NA Sorcerer

    I am of the firm opinion that subtracting "raging stupidity" from anyone's voice can only cause them to sound more like myself.
  • Pancake-Tragedy
    Pancake-Tragedy
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    TheBull wrote: »
    You mean 10 people running purge right?

    Sure a single meat is great. Not that great with 10 people spamming purge. 5 meats with 10 people spamming purge not that great either..

    You know, you could drop some Wall of Elements or Caltrops to combat their purge spam, right?

    I'm also trying to figure out the stance you are trying to make here Sunshine. Are you saying that people that group up and use abilities that support their group shouldn't play that way? Individuals shouldn't build in a way to benefit their group, even if it limits their individual build? If so, then I am starting to regret re-rolling to DC and calling it my home faction because it seems like an awful lot of players on the DC side share that view.

    If you are getting rolled by organized groups, join an organized group and be competitive. Individuals don't contribute much to a war.
    Pancake Tragedy - Sorcerer
  • Tripwyr
    Tripwyr
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    TheBull wrote: »
    You mean 10 people running purge right?

    Sure a single meat is great. Not that great with 10 people spamming purge. 5 meats with 10 people spamming purge not that great either..

    You know, you could drop some Wall of Elements or Caltrops to combat their purge spam, right?

    I'm also trying to figure out the stance you are trying to make here Sunshine. Are you saying that people that group up and use abilities that support their group shouldn't play that way? Individuals shouldn't build in a way to benefit their group, even if it limits their individual build? If so, then I am starting to regret re-rolling to DC and calling it my home faction because it seems like an awful lot of players on the DC side share that view.

    If you are getting rolled by organized groups, join an organized group and be competitive. Individuals don't contribute much to a war.

    Despite the widespread resentment, in my experience AD are the only faction that actually have support builds and team players instead of large groups of individuals. The number of selfish players on Blue and Red sides is astronomical.

    Next time you see a Red group, ask them how many of their Templars are healing; the answer will be between zero and one.
    Edited by Tripwyr on January 9, 2015 1:59AM
    Alacrity Founder | Forum Emperor
    World First Veteran Dragonstar Arena

    Tripwyr Manawrath - AD NA Sorcerer, Former Emperor of Haderus; Former Emperor of Hopesfire, First Cycle
    Tripwyr Flamewrath - AD NA Dragon Knight, Former Emperor of Thornblade, First Cycle
    Imperial Tripwyr - AD NA Templar, Former Emperor of Blackwater Blade
    Ripwyr - DC NA Templar
    Nyrv - EP NA Sorcerer

    I am of the firm opinion that subtracting "raging stupidity" from anyone's voice can only cause them to sound more like myself.
  • TheBull
    TheBull
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    TheBull wrote: »
    You mean 10 people running purge right?

    Sure a single meat is great. Not that great with 10 people spamming purge. 5 meats with 10 people spamming purge not that great either..

    You know, you could drop some Wall of Elements or Caltrops to combat their purge spam, right?

    I'm also trying to figure out the stance you are trying to make here Sunshine. Are you saying that people that group up and use abilities that support their group shouldn't play that way? Individuals shouldn't build in a way to benefit their group, even if it limits their individual build? If so, then I am starting to regret re-rolling to DC and calling it my home faction because it seems like an awful lot of players on the DC side share that view.

    If you are getting rolled by organized groups, join an organized group and be competitive. Individuals don't contribute much to a war.

    Nah man not at all. Look back at my post it is what it is. Those abilities are there and operate they way they do. You are supposed to take full advantage of every ability you can. It's the way the game is played.

    My stance is that purge is too strong. I don not believe that one ability should nullify all siege equipment. I've said this for awhile now. Personally I do not believe that it should clear siege dmg at all, magic, poisons, the debuffs that come from them and even bleeds, sure.

    I know my stance and the way I would like it might be too big a piece to fool with in "the cyrodiil jigsaw puzzle". At the same time I feel purge needs to be toned down. As I've stated a group of 24 that has 10 people with purge on their bars can stand on a rock and wipe all damage from multiple siege devices for an indefinite amount of time. Purge in it's current state is to hard of a counter against siege equipment. It voids the very job that siege equipment is supposed to do.

    I as far as your getting rolled comment, I've been around long enough to step to the left and chase the tail. Zergs don't turn. It's the scariest thing in the world for a zerg member to get caught outside the zerg and just as embarrassing for them to die that way ;)

    Oh and one more thing 1 person can win or lose the night.
    Edited by TheBull on January 9, 2015 2:17AM
  • RinaldoGandolphi
    RinaldoGandolphi
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    Huntler wrote: »
    woodsro wrote: »
    Huntler wrote: »
    Poxheart wrote: »
    Huntler wrote: »
    Darlgon wrote: »
    Tripwyr wrote: »
    For the record, I would like to state that I feel increasing siege damage to players is the wrong way to go unless you seriously limit the placement options. A single siege placed facing a flag is already devastating, I don't want to see single players wiping huge groups because they put down a siege.

    Thank you for your response Jess!

    After spending an hour raining meatbags down on players who heal thru it defending a keep..


    Ha... Ha Ha.. HHHHHHAAAAHHHHHHAAAAAAAAAAAAA....

    sniff..


    7vzal287ni.jpg

    How do I know I didnt kill them? I had the kill 20 players quest and still had 20 to kill.

    Meatbag isn't meant to do damage, this is clearly a situation where you used a siege weapon in the wrong context. Meatbags should be used in conjunction with a push on the players in question. If you want to kill people with siege, use a siege that does real damage, not a siege weapon designed to debuff. Meatbag siege can be incredibly devastating in the right hands, it is arguably borderline broken by how ridiculously strong it is (once again, in the right hands along with coordination).

    Can't believe I just read someone complaining meatbags are weak... :|

    First, the OP didn't specify whether other siege was also hitting the defenders, but I suspect it was.

    I've had the same exeprience with fire ballista shot through a breach onto defenders. I'd hit 10+ players (based on combat cloud) yet would get few (if any) kills.

    I've also been on siege positined to fire on a flag/breach while defending a keep and have watched the enemy run through all the siege damage while losing hardly any health.

    Of course, after about 5 shots the siege gets desynced & the game doesn't register any damage, but that's a separate issue entirely.

    Do you believe 1 man on a siege weapon should be killing a group of organized players running specific counters to protect themselves from such? Because I sure as hell don't. You don't kill people with 1 siege weapon. You kill people with coordinated siege fire, coordinated groups timing pushes with meatbag/oil catapult hits. This kind of play is extremely devastating and turns what could be a long fight into literally over in 2 seconds (its more timing and coordination than raw damage). Upping the damage so that 1 siege weapon starts wrecking people just doesn't make sense. Should we all just set up siege and shoot at each other? The only purpose for siege beyond breaking down keeps should be as a support mechanic that provides beneficial, but not broken benefits to a battle. Currently they do that in spades, if anyone is not terrified of meatbags then you are extremely misguided (along with other types of siege by meatbags definitely take the cake). There is a reason the organized groups B line for meatbag users within a fight and will kill that 1 person before even worrying about other threats.

    Siege as it stands now doesn't do enough damage. I shot a DK in the face head on with a fire ballista 4 meters from me and it barely moved his health bar.

    To answer your question, yes if I fire artillery into your organized group on the flag and your standing in the danger close zone you should die period. Your being shot with artillery for petes sake. The equivalent of a tank.

    Are you aware the Romans slaughtered folks with ballistia? Its was nothing to kill 5-6 guys at a time per shot...in eso its little more then a scratch.

    The flaming oil is the real funny one though..peiple walk through it like nothing she it would literally melt the flesh from your bones and leave you as a burning corpse.

    Taking keeps is too easy because siege isn't strong enough. If you know anything about war fare of the time period up until post ww2, and especially the middle ages, those attacking castles always lost more men then those defending. The defenders always have the defensive advantage and hugh ground which was the reason most castle sieges back then the attackers out numbered the defenders 5 or 6 to one, and even the victory wasn't assured as 1 buring pot could kill or maim 20 men, you were any where with 5 meters of a Greek fire ballista, if you didn't die you were so horribly injured and disfigured you couldn't fight if you want to.

    If 5 organized guys ate standing on a flag and someone fires an artliery round at you and you stand there in the danger close zone it should be instant death recap screen for you and anyone else standing there with Fire Ballista 6.5k damage as what killed you because its stupid anyone would survive that even in a video game.

    As much as I hate COD and its arcade nonsense, at least when you get blasted with a grenade head in your dead.. They at least got that part right.

    Getting shot with artillery should be death.. You shouldn't be able to survive it, siege in its current state is only good for shooting die walls, nothing more, myself shooting someone head on in the face at near point blank range with a ballista and it barely hurting him is proof enough for me that siege in its current state is largely useless against players.

    Just stand inside it and heal don't bother to move. Next thing we know folks will be waving first aid kits in video games while standing in tank fire unscathed.;)

    Did you just RP me you clown? In WW2 they also didn't have magic, daedra, and rez stones. How insane do you have to be to think because something works a certain way in real life that this should be applicable to game balance? Like... please tell me this is the longest, most elaborate troll post I've ever read otherwise my last hope in this community might have just died.... I just...

    I don't even...


    In case you are at all serious, the Romans couldn't carry around 80+ piece of siege in their backpack and set them up within seconds highhandedly. This is about game balance not reality and making siege 1 shot people is *** *** and horrible game balance. I'll tell you what, you can get your siege 1 hitting people if you can only carry 1 siege at a time, it slows your walk to a crawl, and it takes 10 minutes to set up. Deal?

    Holy *** the RP is real. I try my best to give someone's idea when it comes to balance a chance, but this is just ridiculous.


    edit: oh and on top of that, in an attempt to sound cool or like you know some ***... talking about enemies standing in a "danger close zone" as you said it makes no *** sense whatsoever. I'm sure you heard it in COD or something, but don't... just don't... you make yourself look like .. well... a wannabe clown. Look up what danger close means and you'll understand in your context it just makes you look like a fool.

    Ahh its always easy to tell when you have won because the loser resorts to personal attacks.

    I know exactly what that term means. What your arguing about is nonsensical jibberish. I explain why siege should be better, ZOS agrees because they are buffing it.

    You go on this tangent that has nothing to do with siege damage, and try to justify in a game why a magic spell should hit harder then a piece of field artillery.

    I know your one of those people who like to stand in siege fire and wave a stick around and not die, those days are coming to an end.

    Ate you mad bro?

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    "Here in his shrine, that they have forgotten. Here do we toil, that we might remember. By night we reclaim, what by day was stolen. Far from ourselves, he grows ever near to us. Our eyes once were blinded, now through him do we see. Our hands once were idle, now through them does he speak. And when the world shall listen, and when the world shall see, and when the world remembers, that world will cease to be. - Miraak

  • Bouvin
    Bouvin
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    Can't disagree with anything in the OPs post. Very well thought out.
  • frozywozy
    frozywozy
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    Iggybot wrote: »
    Some great comments in this thread..

    An idea I had is to add a significant decrease to damage if block casting. Block casting should be something done when someone is turtling, not a primary offensive tactic.

    As far as bows being OP, as an avid bow user, I have a hard time agreeing that it's overpowered. There's a reason you don't see a lot of top players with bows, or bow builds determining the outcome of battles. I like to think that bows are the best at killing people who were already going to die. If you are a light armor staff build vampire with 2600 hp wandering in front of a pack of players, I will find you and 2 shot you. I haven't been killed by a bow in ages. Get some hp, get some impen, roll dodge away, it's not hard to survive the opening onslaught and I see tons of players do it and I do it myself all the time. I'm excited for 1.6 and hopefully plan on switching out of bow, because as much fun as it is 2 shotting hordes of players not paying attention to me, I really can't do much else.

    The problem that people like you don't seem to realize is the following :

    Bow DPS is not the real issue in my opinion. The real issue is that bow users, in most scenarios nightblades, can drop 2-3snipes in a row and before you have the time to turn around and see from where it's coming from, they are already roll stealthing away, and that my friend, they can do it for ages with so much stamina.

    I have lost counts of how many times you can roll maximum, but it's over 40. Plus, nightblades can use their image to teleport back to them WHILE being stealth.

    I keep saying it, rolling, blocking, sprinting crouching should be a fourth ressource and should be only increased by set bonus, enchants and traits. You should not be able to spend points in that ressource bar.

    I'm looking forward for that flare ability they intend to add to reveal stealth. I will be the first one to slot it. Can't wait to see dem roll stealth spammers tears.

    Finally, I think that a small nerf to the snipe damage could apply. That or nerf the effect of mark. But personally, I don't think this is required.

    @Agrippa_Invisus I would add to that awesome list the feed ability from vampire. it needs to be breakable like any other crowd control.
    Edited by frozywozy on January 9, 2015 3:07AM
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    PvP Group Builds

    “Small minds discuss people, average minds discuss events, and great minds discuss ideas.” -Eleanor Roosevelt
    • Fix Volendrung (spawn location - weapon white on the map causing the wielder to keep it forever - usable with emperorship)
    • Remove / Change CPs System, remove current CP/noCP campaigns and introduce one 30days with lock, one with no locks
    • Fix crashes when approaching a keep under attack because of bad / wrong rendering prioritization system
    • Change emperorship to value faction score points and not alliance points - see this and this
    • Fix long loading screens (mostly caused by players joining group out of rendering range)
    • Add 2 more quickslots to the wheel or add a different wheel for sieges weaponry only
    • Fix Balista Bolts not dealing damage on walls or doors if deployed at a certain place
    • Release bigger battlegrounds with 8 to 16 players per team and only two teams
    • Fix the permanent block animation - see examples : link1 link2 link3 link4 link5
    • Gives players 10 minutes to get back into Cyrodiil after relogging / crashing
    • Add a function to ignore the Claiming system of useless rewards
    • Improve the Mailing System / Rewards of the Worthy stacking
    • Assign specific group sizes to specific campaigns (24-16-8)
    • Make forward camps impossible to place near objectives
    • Make snares only available from ground effects abilities
    • Change emperorship to last minimum 24hours
    • Fix body sliding after cc breaking too quickly
    • Remove Block Casting through Battle Spirit
    • Fix the speed drop while jumping - see video
    • Fix loading screens when keeps upgrade
    • Fix Rams going crazy (spinning around)
    • Bring back dynamic ulti regeneration
    • Fix speed bug (abilities locked)
    • Introduce dynamic population
    • Lower population cap by 20%
    • Add Snare Immunity potions
    • Bring resurrection sickness
    • Fix character desync
    • Fix cc breaking bug
    • Fix gap closer bug
    • Fix health desync
    • Fix combat bug
    • Fix streak bug
    • Fix server lag
  • frozywozy
    frozywozy
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    Columba wrote: »
    aoe lag spamming ruins pvp.

    You forgot "chim".
    Frozn - Stamdk - AR50
    Frosted - Magplar - AR50
    Frodn - Magden - AR50
    Warmed - Magblade - AR50
    Mmfrozy - Magsorc - AR44
    Necrozn - Magcro - AR32
    Twitch.TV/FrozyTV
    PvP Group Builds

    “Small minds discuss people, average minds discuss events, and great minds discuss ideas.” -Eleanor Roosevelt
    • Fix Volendrung (spawn location - weapon white on the map causing the wielder to keep it forever - usable with emperorship)
    • Remove / Change CPs System, remove current CP/noCP campaigns and introduce one 30days with lock, one with no locks
    • Fix crashes when approaching a keep under attack because of bad / wrong rendering prioritization system
    • Change emperorship to value faction score points and not alliance points - see this and this
    • Fix long loading screens (mostly caused by players joining group out of rendering range)
    • Add 2 more quickslots to the wheel or add a different wheel for sieges weaponry only
    • Fix Balista Bolts not dealing damage on walls or doors if deployed at a certain place
    • Release bigger battlegrounds with 8 to 16 players per team and only two teams
    • Fix the permanent block animation - see examples : link1 link2 link3 link4 link5
    • Gives players 10 minutes to get back into Cyrodiil after relogging / crashing
    • Add a function to ignore the Claiming system of useless rewards
    • Improve the Mailing System / Rewards of the Worthy stacking
    • Assign specific group sizes to specific campaigns (24-16-8)
    • Make forward camps impossible to place near objectives
    • Make snares only available from ground effects abilities
    • Change emperorship to last minimum 24hours
    • Fix body sliding after cc breaking too quickly
    • Remove Block Casting through Battle Spirit
    • Fix the speed drop while jumping - see video
    • Fix loading screens when keeps upgrade
    • Fix Rams going crazy (spinning around)
    • Bring back dynamic ulti regeneration
    • Fix speed bug (abilities locked)
    • Introduce dynamic population
    • Lower population cap by 20%
    • Add Snare Immunity potions
    • Bring resurrection sickness
    • Fix character desync
    • Fix cc breaking bug
    • Fix gap closer bug
    • Fix health desync
    • Fix combat bug
    • Fix streak bug
    • Fix server lag
  • frozywozy
    frozywozy
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    Tripwyr wrote: »
    For the record, I would like to state that I feel increasing siege damage to players is the wrong way to go unless you seriously limit the placement options. A single siege placed facing a flag is already devastating, I don't want to see single players wiping huge groups because they put down a siege.

    <3 you too! ;)

    Frozn - Stamdk - AR50
    Frosted - Magplar - AR50
    Frodn - Magden - AR50
    Warmed - Magblade - AR50
    Mmfrozy - Magsorc - AR44
    Necrozn - Magcro - AR32
    Twitch.TV/FrozyTV
    PvP Group Builds

    “Small minds discuss people, average minds discuss events, and great minds discuss ideas.” -Eleanor Roosevelt
    • Fix Volendrung (spawn location - weapon white on the map causing the wielder to keep it forever - usable with emperorship)
    • Remove / Change CPs System, remove current CP/noCP campaigns and introduce one 30days with lock, one with no locks
    • Fix crashes when approaching a keep under attack because of bad / wrong rendering prioritization system
    • Change emperorship to value faction score points and not alliance points - see this and this
    • Fix long loading screens (mostly caused by players joining group out of rendering range)
    • Add 2 more quickslots to the wheel or add a different wheel for sieges weaponry only
    • Fix Balista Bolts not dealing damage on walls or doors if deployed at a certain place
    • Release bigger battlegrounds with 8 to 16 players per team and only two teams
    • Fix the permanent block animation - see examples : link1 link2 link3 link4 link5
    • Gives players 10 minutes to get back into Cyrodiil after relogging / crashing
    • Add a function to ignore the Claiming system of useless rewards
    • Improve the Mailing System / Rewards of the Worthy stacking
    • Assign specific group sizes to specific campaigns (24-16-8)
    • Make forward camps impossible to place near objectives
    • Make snares only available from ground effects abilities
    • Change emperorship to last minimum 24hours
    • Fix body sliding after cc breaking too quickly
    • Remove Block Casting through Battle Spirit
    • Fix the speed drop while jumping - see video
    • Fix loading screens when keeps upgrade
    • Fix Rams going crazy (spinning around)
    • Bring back dynamic ulti regeneration
    • Fix speed bug (abilities locked)
    • Introduce dynamic population
    • Lower population cap by 20%
    • Add Snare Immunity potions
    • Bring resurrection sickness
    • Fix character desync
    • Fix cc breaking bug
    • Fix gap closer bug
    • Fix health desync
    • Fix combat bug
    • Fix streak bug
    • Fix server lag
  • frozywozy
    frozywozy
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    Huntler wrote: »
    Do you believe 1 man on a siege weapon should be killing a group of organized players running specific counters to protect themselves from such? Because I sure as hell don't. You don't kill people with 1 siege weapon. You kill people with coordinated siege fire, coordinated groups timing pushes with meatbag/oil catapult hits. This kind of play is extremely devastating and turns what could be a long fight into literally over in 2 seconds (its more timing and coordination than raw damage).

    I could not agree more about this. Communication and organization is the key. If you are not willing to communicate, organize, join a guild, run a pug group, teach people how to play, make things happen, then this game is definitely not for you and I'll be the first one to charge you on your siege, all by yourself.

    Frozn - Stamdk - AR50
    Frosted - Magplar - AR50
    Frodn - Magden - AR50
    Warmed - Magblade - AR50
    Mmfrozy - Magsorc - AR44
    Necrozn - Magcro - AR32
    Twitch.TV/FrozyTV
    PvP Group Builds

    “Small minds discuss people, average minds discuss events, and great minds discuss ideas.” -Eleanor Roosevelt
    • Fix Volendrung (spawn location - weapon white on the map causing the wielder to keep it forever - usable with emperorship)
    • Remove / Change CPs System, remove current CP/noCP campaigns and introduce one 30days with lock, one with no locks
    • Fix crashes when approaching a keep under attack because of bad / wrong rendering prioritization system
    • Change emperorship to value faction score points and not alliance points - see this and this
    • Fix long loading screens (mostly caused by players joining group out of rendering range)
    • Add 2 more quickslots to the wheel or add a different wheel for sieges weaponry only
    • Fix Balista Bolts not dealing damage on walls or doors if deployed at a certain place
    • Release bigger battlegrounds with 8 to 16 players per team and only two teams
    • Fix the permanent block animation - see examples : link1 link2 link3 link4 link5
    • Gives players 10 minutes to get back into Cyrodiil after relogging / crashing
    • Add a function to ignore the Claiming system of useless rewards
    • Improve the Mailing System / Rewards of the Worthy stacking
    • Assign specific group sizes to specific campaigns (24-16-8)
    • Make forward camps impossible to place near objectives
    • Make snares only available from ground effects abilities
    • Change emperorship to last minimum 24hours
    • Fix body sliding after cc breaking too quickly
    • Remove Block Casting through Battle Spirit
    • Fix the speed drop while jumping - see video
    • Fix loading screens when keeps upgrade
    • Fix Rams going crazy (spinning around)
    • Bring back dynamic ulti regeneration
    • Fix speed bug (abilities locked)
    • Introduce dynamic population
    • Lower population cap by 20%
    • Add Snare Immunity potions
    • Bring resurrection sickness
    • Fix character desync
    • Fix cc breaking bug
    • Fix gap closer bug
    • Fix health desync
    • Fix combat bug
    • Fix streak bug
    • Fix server lag
  • KaneK899ub17_ESO
    Little worried about siege. Sure, storming a keep is kind of easy right now assuming you don't get zerged by 3x your numbers, but if the pendulum swings too far towards siege, it will be incredibly difficult to take keeps with their current mechanics. Four oils on the walls can already wipe groups if they don't or mistime a dodge roll. This could be remedied by putting more holes and trying to split up through different breeches or a bait and switch, but flags? Nothing you can do there if siege is too powerful. Siege Shield's 20% might be a huge deal at that point, or it might not be enough depending on how much it gets buffed. That and the previous blockcasting/blockable AoE points are the only huge concerns I could see.
  • frozywozy
    frozywozy
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    Tripwyr wrote: »

    Next time you see a Red group, ask them how many of their Templars are healing; the answer will be between zero and one.

    More like.. Next time you see a templar in EP, good chances he lost his path. If you wanna do him a favor, tell him to reroll AD, his entire order resides there.

    If my memories are right, at the end of the last Wabbajack campaign, there was only 6 EP templars in the entire templar leaderboard.

    Frozn - Stamdk - AR50
    Frosted - Magplar - AR50
    Frodn - Magden - AR50
    Warmed - Magblade - AR50
    Mmfrozy - Magsorc - AR44
    Necrozn - Magcro - AR32
    Twitch.TV/FrozyTV
    PvP Group Builds

    “Small minds discuss people, average minds discuss events, and great minds discuss ideas.” -Eleanor Roosevelt
    • Fix Volendrung (spawn location - weapon white on the map causing the wielder to keep it forever - usable with emperorship)
    • Remove / Change CPs System, remove current CP/noCP campaigns and introduce one 30days with lock, one with no locks
    • Fix crashes when approaching a keep under attack because of bad / wrong rendering prioritization system
    • Change emperorship to value faction score points and not alliance points - see this and this
    • Fix long loading screens (mostly caused by players joining group out of rendering range)
    • Add 2 more quickslots to the wheel or add a different wheel for sieges weaponry only
    • Fix Balista Bolts not dealing damage on walls or doors if deployed at a certain place
    • Release bigger battlegrounds with 8 to 16 players per team and only two teams
    • Fix the permanent block animation - see examples : link1 link2 link3 link4 link5
    • Gives players 10 minutes to get back into Cyrodiil after relogging / crashing
    • Add a function to ignore the Claiming system of useless rewards
    • Improve the Mailing System / Rewards of the Worthy stacking
    • Assign specific group sizes to specific campaigns (24-16-8)
    • Make forward camps impossible to place near objectives
    • Make snares only available from ground effects abilities
    • Change emperorship to last minimum 24hours
    • Fix body sliding after cc breaking too quickly
    • Remove Block Casting through Battle Spirit
    • Fix the speed drop while jumping - see video
    • Fix loading screens when keeps upgrade
    • Fix Rams going crazy (spinning around)
    • Bring back dynamic ulti regeneration
    • Fix speed bug (abilities locked)
    • Introduce dynamic population
    • Lower population cap by 20%
    • Add Snare Immunity potions
    • Bring resurrection sickness
    • Fix character desync
    • Fix cc breaking bug
    • Fix gap closer bug
    • Fix health desync
    • Fix combat bug
    • Fix streak bug
    • Fix server lag
  • Xsorus
    Xsorus
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    The problem with using Siege to combat zerg balls half the time is just finding a bloody spot that's completely flat for me to drop my siege weapon...Why i can't build my siege weapon a small hill thats pointing slightly down i'll never know
  • Xsorus
    Xsorus
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    @ZOS_JessicaFolsom I have two questions you might be able to answer

    1. Are you guys planning on looking at Racials again after 1.6? Because some of the better races are going to be vastly better after that patch.

    2. This is something i've wondered, Bows Venom Arrow dot will pretty much apply even if the target is blocking, While Dual Wields Blood Craze dot will never apply if the Target is blocking...I think its like the only dot that doesn't apply when you block actually...Is this intended?

    3. Another one I thought of, Since Skills that use Stamina after the patch will be based off Weapon Damage/Stamina/Weapon Crit, will this mean Fighters Guild abilities will now be actually good for Stamina users? Or is it just class skills that are being changed. Also is there anyway we can get the 0.5 Cast time removed from Dawnbreaker? Its a pretty good ultimate, but the fact that it can be interrupted fairly easy makes is basically just used for the passive and nothing else. Other then I think the Templar Channeled Heal I don't think there is another Ultimate in the game with a Cast time?
    Edited by Xsorus on January 9, 2015 9:41AM
  • AltusVenifus
    AltusVenifus
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    WebBull wrote: »
    KBKB wrote: »
    roechacca wrote: »
    OMG if bows were so OP you'd see everyone spamming bows into keeps an taking flags . Well you don't . You see the same DK / Temp / Sorc Gowns on Crown winning every keep assault .

    If you are saying Bows are balanced you've clearly had a head knock and should go to the doctor.

    I have no issue with bows... I wear armor... max hit about 400... u are clearly wearing full light... u are goo g to have a problem with bows...sorry

    Max 400? You are clearly delusional.... and I wear 5pc heavy.

    Yeah meant average hit... while not blocking
  • Sharee
    Sharee
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    @ZOS_JessicaFolsom I have two questions you might be able to answer

    1. Are you guys planning on looking at Racials again after 1.6? Because some of the better races are going to be vastly better after that patch.

    2. This is something i've wondered, Bows Venom Arrow dot will pretty much apply even if the target is blocking, While Dual Wields Blood Craze dot will never apply if the Target is blocking...I think its like the only dot that doesn't apply when you block actually...Is this intended?

    3. Quick siphon says it will heal any player that is attacking the target of the siphon, but in reality no healing happens unless the attacker also damages the target of the siphon(meaning, shielded target=no healing). Intended?
  • miahq
    miahq
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    Many of their problems are that when they say down to balance out many of the skills they really didn't consider them in context of how it would truly work in game. Magicka and stamina based skills for instance, are realonable well balanced on cost with each other. So in theory you'd think they were ok, but since defensive maneuvers also pull from stamina, that obviously doesn't hold true in actual gameplay.

    The same with AoE skills, it seems in balancing the costs they considered the damage as it would apply to a single target, so that just comparing the numbers to single target skills the costs look about the same for the most part. Except AoE is hitting 5-10 people easily, meaning that 1000pts of damage is being multiplied to 5000-10000, where that single target is still doing only 1000. Looking at total damage/stat cost, if each skill costs 200pts(and they usually aren't too far apart on cost) that single target skill is doing 5pts of damage per every stat point invested. The AoE though, even just assuming 5 enemies, is doing 25pts of damage per skill point invested. Even if you tripled the cost of the AoE, which would be a more reasonable stat cost that would limit spamming, with 5 attackers you're still averaging around 8 damage/skill pt investment. With ten targets, you're doing 16 damage per skill point-- still 3x what a single target skill is doing.

    So the way they "balance" things is often just a bit rediculous and over simplified.
  • Grim13
    Grim13
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    I agree, Sunshine... Purge is far too powerful. It's one of the cornerstones of the Zergball craze. If it didn't negate siege we'd start to have a valuable tool to combat Zergs with.
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