the dmg got nerfed because you cant mitigate it anymore, so how much less (or even more) dmg you get compared to 1.5 depends on how much mitigation you have
^^ This.Are you all playing the same game the rest of us are? Siege does MUCH more damage now than it did in 1.5.8 in regards to zergblobs at least. Sure individual ticks aren't fantastic but Siege is actually a problem for zergs now when it really didn't used to be. Before 1.6 you could just stand in Siege most times, as long as your group had Heals, and you were fine. Now you don't even want to be standing in the circle when the siege bomb lands. Unless ZoS ninja nerfed them from even 2 nights ago when I was in there.
Ok this is yet another example of Players not understanding what scaled in 1.6 and how. Damage done did NOT scale by x10 as you are trying to imply that it did. If anything damage scaled by x6-7 or so. Also unless you're rounding down to make it seem worse, Meatbag ticks for over 1300 for me. Scatter goes for between 1100-1500, not sure why the value changes as I don't normally use Scatter. I haven't yet had the opportunity to use Oil in 1.6 so I can't personally say there, but I can 100% guarantee Siege is more deadly in 1.6 than it was in 1.5.8. Another one, Fire Catapult is doing nearly 8K if it hits a Vampire.oil pots did 600 dmg per tick, now instead of 6k per tick they're doing 3k
meatbags did 200 dmg per tick, now instead of 2k per tick they're doing 1k
ice trebs did 500 dmg aoe on impact, now instead of 5k they're doing 2.5k
oil catapults did 600 dmg aoe on impact, now instead of 6k they're doing 1.5k LOLOL
small groups have virtually no chance of defending keeps versus full raids now
Siege is so weak now it makes defense nearly impossible you can't kill anyone with it. Folks can face roll right through it. I can sit in a chair under an oil pot and it does laughable damage its a complete waste. It don't matter anyways, folks will stand right in field artilery and survive yet get 1 shotted by a bow, that's game balance for you.
ZOS_BrianWheeler wrote: »Siege damage was increased but not to the extent that it one shots non-veteran players or players who have not put a lot of points in health picks while wearing light/no armor.
We are aware of the damage feeling lesser than it did prior to 1.6. and monitoring siege vs. players in all armor types along with the champion resists/bonuses.
The only thing that changed is the fact that you can't have more than one healing debuff on yourself. So no more spamming of purge 5-6times in a row before you can finally land a heal successfuly on yourself. You purge once and you're clear.
Guess you haven't bothered to test out Fire Ballista on Players yet, they do nearly as much damage as Meteor does, to Vamps at least and we all know Cyro is like 60-75% Vampires.ZOS_BrianWheeler wrote: »Siege damage was increased but not to the extent that it one shots non-veteran players or players who have not put a lot of points in health picks while wearing light/no armor.
We are aware of the damage feeling lesser than it did prior to 1.6. and monitoring siege vs. players in all armor types along with the champion resists/bonuses.
You can't 20 shot someone with siege now let alone 1 shot .
Guess you haven't bothered to test out Fire Ballista on Players yet, they do nearly as much damage as Meteor does, to Vamps at least and we all know Cyro is like 60-75% Vampires.ZOS_BrianWheeler wrote: »Siege damage was increased but not to the extent that it one shots non-veteran players or players who have not put a lot of points in health picks while wearing light/no armor.
We are aware of the damage feeling lesser than it did prior to 1.6. and monitoring siege vs. players in all armor types along with the champion resists/bonuses.
You can't 20 shot someone with siege now let alone 1 shot .
ZOS_BrianWheeler wrote: »Siege damage was increased but not to the extent that it one shots non-veteran players or players who have not put a lot of points in health picks while wearing light/no armor.
We are aware of the damage feeling lesser than it did prior to 1.6. and monitoring siege vs. players in all armor types along with the champion resists/bonuses.
I had a meatbag on a breach the other night at Nikel. Blue streamed in and even though I hit over 8 or them according combat log statistics it did not do as much damage as pre 1.6. I do not know (or care) whether its mitigation, light, heavy, med armor, debuffs or any other variable. It is not doing the damage output of a simple spell in context to the damage before 1.6 update. Not surprising, they swarmed me and I died. Next time I will throw caltrops down and spam wall of elements and volcanic rune. I will live a bit longer and do more damage. I can now directly hit players on siege and the siege breaks before they do. I can also siege while getting hit with counter siege without constant heals from others no siege shield required and I could not do that before. I can alt off the siege put a HOT on then go back to sieging easily now. I would be interested to hear if anyone else feels differently.
I had a meatbag on a breach the other night at Nikel. Blue streamed in and even though I hit over 8 or them according combat log statistics it did not do as much damage as pre 1.6. I do not know (or care) whether its mitigation, light, heavy, med armor, debuffs or any other variable. It is not doing the damage output of a simple spell in context to the damage before 1.6 update. Not surprising, they swarmed me and I died. Next time I will throw caltrops down and spam wall of elements and volcanic rune. I will live a bit longer and do more damage. I can now directly hit players on siege and the siege breaks before they do. I can also siege while getting hit with counter siege without constant heals from others no siege shield required and I could not do that before. I can alt off the siege put a HOT on then go back to sieging easily now. I would be interested to hear if anyone else feels differently.
ZOS_BrianWheeler wrote: »Siege damage was increased but not to the extent that it one shots non-veteran players or players who have not put a lot of points in health picks while wearing light/no armor.
We are aware of the damage feeling lesser than it did prior to 1.6. and monitoring siege vs. players in all armor types along with the champion resists/bonuses.
Meteor hits for ~10-11K (Ice Comet to be exact) and Fire Ballista hits Vampires for 7-8K, I'd call that a pretty good comparison. These values are based on me as a Vampire being hit for those values (I run 5pc Construct) and the damage I can do with either to other Players.I'm a fire treb nut . Use Em every night normally . A fire treb won't glitch and give fall damage to a player like Meteor will currently . The two cant even be compared right now .
ZOS_BrianWheeler wrote: »Siege damage was increased but not to the extent that it one shots non-veteran players or players who have not put a lot of points in health picks while wearing light/no armor.
We are aware of the damage feeling lesser than it did prior to 1.6. and monitoring siege vs. players in all armor types along with the champion resists/bonuses.
Meteor hits for ~10-11K (Ice Comet to be exact) and Fire Ballista hits Vampires for 7-8K, I'd call that a pretty good comparison. These values are based on me as a Vampire being hit for those values (I run 5pc Construct) and the damage I can do with either to other Players.I'm a fire treb nut . Use Em every night normally . A fire treb won't glitch and give fall damage to a player like Meteor will currently . The two cant even be compared right now .