How do you feel about the recent increase to siege damage?

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  • reften
    reften
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    The old siege damage was fine and should have been left alone
    Now shouldn't be allowed to carry more than 5 pieces of seige equipment... And triple the cost
    Reften
    Bosmer (Wood Elf)
    Moonlight Crew (RIP), Misfitz (RIP), Victorem Guild

    VR16 NB, Stam build, Max all crafts.

    Azuras & Trueflame. Mostly PvP, No alts.

    Semi-retired till the lag is fixed.

    Love the Packers, Bourbon, and ESO...one of those will eventually kill me.
  • RedTalon
    RedTalon
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    Great change, the current siege damage strikes just the right balance
    Like it, and hope it stays the same and more siege weapons with different damage types getting added like poison so vampires stop crying about no massive siege damage to wws
  • WRX
    WRX
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    Siege damage needed an increase, but not nearly this much
    Its just way to strong, and is siege vs siege right now. It needed a boost for sure, I was stating that, but now its just crazy. If you feel differently you most likely suck (Aside from Mr. Agrippa). Laugh at the people trying to take a front flag.

    TS- "Okay they are moving front flag. Shoot the trebs from outside."

    *50 dead blues*

    Please make this game a little more about skill, and less about this zerg siege stuff.
    Decibel GM

    GLUB GLUB
  • Ara_Valleria
    Ara_Valleria
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    Siege damage needed an increase, but not nearly this much
    Yay I am getting butt loads of kills just standing [behind a wall/on a bridge/on a tower] and randomly tossing rocks/fire/oil at people !!
    VOTE FOR MOAR SIEGE DAMAGE !!


    /Sarcasm

    #WipeWithoutAFight



    Edited by Ara_Valleria on March 26, 2015 9:56PM
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  • KeplerMG
    KeplerMG
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    The old siege damage was fine and should have been left alone
    Siege will be imbalanced until it is more effective on attacking walls, doors, and other siege, and less effective on other players.

    Edited by KeplerMG on March 26, 2015 10:20PM
  • dylanjaygrobbelaarb16_ESO
    dylanjaygrobbelaarb16_ESO
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    Siege damage needed an increase, but not nearly this much
    I
    Kevinmon wrote: »
    Siege damage is perfect as is, it actually looks like a war now. The only people complaining are those who only know how to zerg bomb keeps and don't know how to dodge red circles while standing in massive clumps. Of course you will die if you don't use siege bubbles, purges, and adapt to the game.

    I Never zerg and this concerns me greatly. Our group was already getting seiged in many circumstances when enemies have 3-4 times our number because we are wiping them. This change is going to make it even harder for offensive smaller groups. Just get used To dropping seige everywhere instead of using skills I guess
    Edited by dylanjaygrobbelaarb16_ESO on March 27, 2015 3:46AM
  • krim
    krim
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    Great change, but I'd like to see siege damage bumped up even more!
    Anyone who is good is not complaining about something that is available to everyone. Good players are complaining that now it doesnt matter if your good or not.
  • Soul_Demon
    Soul_Demon
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    Good change, but I'd like to see siege damaged reduced a tiny bit
    I think a cap on the % of total health will allow people to keep their builds and continue to play the way they want without having specific class or build extinct to just survive siege.

    Needs to be tweaked down some to allow these builds and play-styles to thrive, yet maintain the added features siege damage brings to the game and new tactics required to take objectives.
  • Forestd16b14_ESO
    Forestd16b14_ESO
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    Great change, the current siege damage strikes just the right balance
    I'm ok with the changes ... after all you are hurling giant boulders or flaming boulder you giant 4ft long bolts at some one ... pretty sure even the thickest of armor can't protect you from that.
  • Tripe
    Tripe
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    Siege damage needed an increase, but not nearly this much
    frozywozy wrote: »

    Using siege definitely doesn't require any skill. Defending from sieges requires skills. And anyone complaining in this thread about siege is either an inexperienced player who has no clue whatsoever about how to defend against sieges or is a player who refuses to adjust and change his glass cannon build to survive against siege damage.

    And nothing against you Tripe, you're doing work out there and you're a great player overall but stating that someone deployed a 6meters high fire treb right next to you and you didn't see it happening does sound like a lack of observation there.

    I know how to defend against siege. I'm still a vamp and live through the vast majority of treb hits. The ones that kill me are the ones where I'm not paying full attention, slacking or just plain make a mistake.

    Lack of observation? I was fighting 4 people in front of me. He was directly behind. From stealth, you can set up and fire a treb in about 5-6 seconds. The point is, I could have done the same thing to those 4 DC and I have done it. Where is the fun in that? Funny? maybe for a bit.

    For the record, I have been saying for the last couple of days that I don't really mind it. It is more challenging being on the receiving end. It's just overdone and has to be scaled down. It will get old quickly. There have been too many stupid moments involving siege the last couple of days.

    I just don't think siege should one shot people, and as it is now, even non-vamps can be one shot. Scale it down.
  • Tintinabula
    Tintinabula
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    Good change, but I'd like to see siege damaged reduced a tiny bit
    yea Im supposed to be able to cam around me and get a 360 degree view of what I'm doing at all times while I kill four people..PLUS...it's my responsibility to catch the one hidden guy setting up a firetreb not engaging..if I don't..I'm bad bad bad bad..

    /sarcasm off

    Maybe they should make it so siege cant be set up out in the middle of nowhere..only within a certain radius of resources and keeps..finito
    Edited by Tintinabula on March 27, 2015 1:14AM
  • Jauriel
    Jauriel
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    Siege damage needed an increase, but not nearly this much
    Ugh I hate that I am agreeing with all you ep'ers!
  • iseko
    iseko
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    Great change, the current siege damage strikes just the right balance
    So eventhough the majority thinks its great or just little bit too high but not much. They are still going to nerf it...
  • Cody
    Cody
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    Great change, the current siege damage strikes just the right balance
    I absolutely love it.

    It has led to random battles in the wilderness AWAY from the typical ping pong match between the resources and the keeps; which is a great change. Zergs are no longer invincible; and clumping together and standing still finally has a consequence.

    It has led to healers becoming more vital than ever, and will force teams to always keep their healer on their toes. It also MAY be helping deal with lag, at least a tiny bit.

    The only thing i don't approve of is one fire balistae killing all four guards on a flag:/ I think that is serious BS and needs adjusting ASAP.

    Other than that I love this change. It forces people to play strategically, not just stand still and perma block to victory:)
  • Jauriel
    Jauriel
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    Siege damage needed an increase, but not nearly this much
    I guess it remains to be seen how much they scale it back. I agree it has changed the dynamic in some good ways but a fractional scale back will still afford the same effect.
  • Assilma
    Assilma
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    Siege damage needed an increase, but not nearly this much
    Kevinmon wrote: »
    Siege damage is perfect as is, it actually looks like a war now. The only people complaining are those who only know how to zerg bomb keeps and don't know how to dodge red circles while standing in massive clumps. Of course you will die if you don't use siege bubbles, purges, and adapt to the game.

    Ah yes, the only people who are complaining are those who fight in zergs and trains. Yes of course, that's why this solo player (and virtually everyone I know who enjoys small-scale pvp) can't stand it.
    I'm back!
  • iseko
    iseko
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    Great change, the current siege damage strikes just the right balance
    Assilma wrote: »

    Ah yes, the only people who are complaining are those who fight in zergs and trains. Yes of course, that's why this solo player (and virtually everyone I know who enjoys small-scale pvp) can't stand it.

    You are looking for smale scale pvp in an open world map that revolves around players grouping up and sieging down enemy walls while enemies are defending those walls. And you want to do that 1v1?
  • eliisra
    eliisra
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    Good change, but I'd like to see siege damaged reduced a tiny bit
    Jauriel wrote: »
    Same here. No red circle. Several times I got a rez and went instantly down and the person rezzing me claimed they didn't see a red circle either. I am tired of seeing "get out of the red circle". With all the glitches this game is burdened with why would it come as a surprise the red circles are inconsistent as well? You can't even open doors half the time Ffs!

    That's my main problem with nuclear siege. Sometimes the circle appears after the hit, which I'm guessing is due to bad performance in PvP. But there's also red circles from enemy caltroops, NPC AoE, skills and friendly siege. It's sometimes hard to determine what is what, to messy. So you have to dodge everything to be sure in critical moments, when loads of stuff is going on.

    This was a problem even before the siege buff, you would have to call out "my Standard" or "friendly oil on flag" and so on. But a mistake now and again didn't automatically cost you your life. Now it does, while you cant afford to waste your stamina on minor stuff. Would be cool if they enhanced the visibility of enemy siege circles, made them stand out from all the other red stuff (if not maybe some awesome person could make an addon for it).
  • Septimus_Magna
    Septimus_Magna
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    Good change, but I'd like to see siege damaged reduced a tiny bit
    Samadhi wrote: »

    7 Light (4 Martial Knowledge 4 Magnus), 2 Cyrodiil's Light jewelry -- enough Spell Power to make up for low resource pool (17k Magicka and 24k HP).
    V10 Drink buff.
    Almost 100% uptime on Detection + Spell Power + Magicka Regen potion.
    Spam Dark Cloak constantly, so any Siege that does manage to hit me does not land any DoT ticks.

    Play as a mix of healing and dps on a dual resto Nightblade, and it works great for me.
    If I was using Food instead of Drink, would probably split my points as well; however, my current setup is hitting a pretty perfect balance for me.

    I have 23k health in Cyrodiil so we have about the same. As sorc Im forced to have a decent magicka pool to increase my shields. Im currently around 28k magicka and 2k spell damage with entropy active. I would recommend going 5LA/1HA/1MA to gain 6% health, magicka and stamina from the undaunted mettle passive.
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  • Septimus_Magna
    Septimus_Magna
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    ✭✭
    Good change, but I'd like to see siege damaged reduced a tiny bit
    krim wrote: »
    Anyone who is good is not complaining about something that is available to everyone. Good players are complaining that now it doesnt matter if your good or not.

    Well thats a rather simple point of view. Good players might be better at sieging than bad players but that doesnt mean its will be more fun or improve the game in any way (except for the lag). The sieging allows the worst players to kill the best if they get 'lucky' and hit them while they're in combat with someone else for example. In normal fights you cant kill a really good player just by being lucky. So I would say the increased siege damage is the most beneficial for the worst players and gives the best players the biggest disadvantage.
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  • Samadhi
    Samadhi
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    ✭✭✭
    Great change, the current siege damage strikes just the right balance

    I have 23k health in Cyrodiil so we have about the same. As sorc Im forced to have a decent magicka pool to increase my shields. Im currently around 28k magicka and 2k spell damage with entropy active. I would recommend going 5LA/1HA/1MA to gain 6% health, magicka and stamina from the undaunted mettle passive.

    Thank you for the tip, but my character is level 4 in Undaunted and has never run a pledge; do not enjoy group PvE. tHM9yB0.gif
    Light Armour covers my most sorely needed aspect (Magicka management) while Heavy and Medium give me minimal benefit.

    Sorcerer makes sense having a Magicka pool that high -- as a Nightblade, my defenses (20% dodge chance with Blur and 5k Armour and Spell resistance for 4 seconds after going invisible) do not scale up based on Magicka in the same way it benefits Sorcerer for both offense and defense; as such, decided to invest more into faster regen.
    "If you want others to be happy, practice compassion. If you want to be happy, practice compassion." -- the 14th Dalai Lama
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  • Samadhi
    Samadhi
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    Great change, the current siege damage strikes just the right balance
    iseko wrote: »
    So eventhough the majority thinks its great or just little bit too high but not much. They are still going to nerf it...

    Do you have a source on this?

    Brian Wheeler stated in his recent interview that they are fixing an issue with excessive damage scaling caused by outside skills buffing Siege, but said that he is happy with the current state of Siege Weapons otherwise. Did not get the impression that any changes to the base damage were inbound.
    "If you want others to be happy, practice compassion. If you want to be happy, practice compassion." -- the 14th Dalai Lama
    Wisdom is doing Now that which benefits you later.
  • Weberda
    Weberda
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    Great change, the current siege damage strikes just the right balance
    Samadhi wrote: »

    Do you have a source on this?

    Brian Wheeler stated in his recent interview that they are fixing an issue with excessive damage scaling caused by outside skills buffing Siege, but said that he is happy with the current state of Siege Weapons otherwise. Did not get the impression that any changes to the base damage were inbound.

    Yeah, Brian's statement got taken entirely out of context and misinterpreted. There's no nerf on Monday.

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  • tonemd
    tonemd
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    Great change, the current siege damage strikes just the right balance
    yea Im supposed to be able to cam around me and get a 360 degree view of what I'm doing at all times while I kill four people..PLUS...it's my responsibility to catch the one hidden guy setting up a firetreb not engaging..if I don't..I'm bad bad bad bad..

    /sarcasm off

    Maybe they should make it so siege cant be set up out in the middle of nowhere..only within a certain radius of resources and keeps..finito

    Wouldn't it be the same if a glass cannon night blade was sitting back sniping you from stealth WHILE you're fighting the other 4? At least you get a big red warning.

    The way I see it, we all just have to learn a new set of skills to deal with more damaging siege. So, if the enemy is bombing the front flag with siege, maybe you should go take them out before bumble-zerging the flag and dying. (I swear I've gone through 100 soul gems this week because of this). Maybe have some guys check the perimeter while you're capping the flag. If a breach is being oiled and treb'd, purge the oils and time your entry. It's kinds funny that many names that I see in this thread WILL come up with tactics to deal with this (or at least your guild will) and are still complaining.
  • skarvika
    skarvika
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    Siege damage needed an increase, but not nearly this much
    I feel very bad about it, and here's a screenshot that shows why:
    3131031ed482ed2923890d0f60140f5c.png
    And there are plenty more around us, but I didn't want to post a huge screenshot. 12+ VRs one-shotted. We pretty much gave up and stopped PVPing at this point. That's not much fun...not for us, at least...and I assume probably not for our enemies either, because PVP is boring if you've got nobody to play against.
    QQing is a full time job
  • Jauriel
    Jauriel
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    Siege damage needed an increase, but not nearly this much
    skarvika wrote: »
    I feel very bad about it, and here's a screenshot that shows why:
    3131031ed482ed2923890d0f60140f5c.png
    And there are plenty more around us, but I didn't want to post a huge screenshot. 12+ VRs one-shotted. We pretty much gave up and stopped PVPing at this point. That's not much fun...not for us, at least...and I assume probably not for our enemies either, because PVP is boring if you've got nobody to play against.

    Amen. This is absurd.
  • Crunch
    Crunch
    Great change, the current siege damage strikes just the right balance
    There is nearly unavoidable death EVERYWHERE in Cyrodil. Horse-ride gankers, really good players, getting out numbered by well organized groups or stacked on crown blobs, falling from high places, siege... Now all we need is traps we can set that will explode doing massive aoe damage, and I think we're good ;)

    As a mostly solo player myself - Yesterday as an estimate I got over 100 kills (without siege) died 15 times to gankers, 15 times being outplayed, 25 times being outnumbered or run-over by the zerg, and 3 times to siege...

    I don't mind "zergs", it's a valid tactic. What I can't stand is the "blobs" of players, who pack in small buildings or rooms, and spam abilities, lagging the server. They used to get a free runout being able train-wreck solo players, pugs, smaller, or even larger less "blobbed" groups, not necessarily less organized groups.

    Well, they are finally getting fire ballistas to the face. Quite a few times now, so far, instead of the train farming AP - we just blow the building down with all of them screaming inside. I LoL, server lags less, and they are mad because their blob tactics got nerfed. Sure they still work because of the group synergies in this game, but they can now be more readily countered, with siege.

    Thank the Divines! (and whoever came up with the siege damage increase)
    Edited by Crunch on March 27, 2015 4:52PM
  • Crunch
    Crunch
    Great change, the current siege damage strikes just the right balance
    Weberda wrote: »

    Yeah, Brian's statement got taken entirely out of context and misinterpreted. There's no nerf on Monday.

    That seems to happen a lot.
    Edited by Crunch on March 27, 2015 4:21PM
  • Jauriel
    Jauriel
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    Siege damage needed an increase, but not nearly this much
    Crunch wrote: »
    There is nearly unavoidable death EVERYWHERE in Cyrodil. Horse-ride gankers, really good players, getting out numbered by well organized groups or stacked on crown blobs, falling from high places, siege... Now all we need is traps we can set that will explode doing massive aoe damage, and I think we're good ;)

    Yesterday as an estimate I died 15 times to gankers, 15 times being outplayed, 25 times being outnumbered or run-over by the zerg, and 3 times to siege...

    I don't mind "zergs", it's a valid tactic. What I can't stand is the "blobs" of players, who pack in small buildings or rooms, and spam abilities, lagging the server. They used to get a free runout being able train-wreck solo players, pugs, smaller, or even larger less "blobbed" groups, not necessarily less organized groups.

    Well, they are finally getting fire ballistas to the face. Quite a few times now, so far, instead of the train farming AP - we just blow the building down with all of them screaming inside. I LoL, server lags less, and they are mad because their blob tactics got nerfed. Sure they still work because of the group synergies in this game, but they can now be more readily countered, with siege.

    Thank the Divines! (and whoever came up with the siege damage increase)









    Thanks for informing us the grim reaper is abound in Cyrodiil. I never die so I wouldn't have known! :blush:
    Edited by Jauriel on March 27, 2015 4:33PM
  • frozywozy
    frozywozy
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    Good change, but I'd like to see siege damaged reduced a tiny bit
    skarvika wrote: »
    I feel very bad about it, and here's a screenshot that shows why:
    3131031ed482ed2923890d0f60140f5c.png
    And there are plenty more around us, but I didn't want to post a huge screenshot. 12+ VRs one-shotted. We pretty much gave up and stopped PVPing at this point. That's not much fun...not for us, at least...and I assume probably not for our enemies either, because PVP is boring if you've got nobody to play against.

    And now ask those people dead on the ground what a shield is, if they pre-cast it/them before every engagement, if they re-apply it/them when needed, if they spent attribute and champoint points in health, if they use gear bonus that increase health, if they have a morph of purge or siege shield on their bar, if they have any self heal ability, if they are vampires with no fire resist enchants, if they spent any champion points in damage mitigation.

    There is your answer.
    Edited by frozywozy on March 27, 2015 4:40PM
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