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

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  • Weberda
    Weberda
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    Great change, the current siege damage strikes just the right balance
    frozywozy wrote: »

    And now ask those people dead on the ground what a shield is, 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.

    Better yet, ask them what they think of "stack on crown" now.

    Fernwood, EP Haderus NA
    Lo Behold, AD Thornblade NA (formerly Haderus, inactive)
  • Jauriel
    Jauriel
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    Siege damage needed an increase, but not nearly this much
    frozywozy wrote: »

    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.

    Fricking come on. Stop with the elitism. Especially when you yourself voted for it to be tamed down. If 3 fire siege all aim at you it doesn't matter how many purges you hit and shields you have or how many health points Ya got. Just stop.
  • Crunch
    Crunch
    Great change, the current siege damage strikes just the right balance
    Jauriel wrote: »
    Thanks for informing us the grim reaper is abound in Cyrodiil. I never die so I wouldn't have known! :blush:

    I think he hunts for VR6 pug healers, I swear I am ALWAYS a target.
  • Crunch
    Crunch
    Great change, the current siege damage strikes just the right balance
    skarvika wrote: »
    I feel very bad about it, and here's a screenshot that shows why:
    3131031ed482ed2923890d0f60140f5c.png

    Almost all of them are OUTSIDE of the siege shields... pfft. And why are they all so close together?
    Edited by Crunch on March 27, 2015 4:46PM
  • tonemd
    tonemd
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    Great change, the current siege damage strikes just the right balance
    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.

    Reminds me of this:
    1077573.jpg

    People WILL get smarter about pushing to the flag, or through the breach or into the field in the face of siege.
  • Jauriel
    Jauriel
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    Siege damage needed an increase, but not nearly this much
    Crunch wrote: »

    I think he hunts for VR6 pug healers, I swear I am ALWAYS a target.

    Pug healer? DC? Need a group? Lol
    Edited by Jauriel on March 27, 2015 4:57PM
  • frozywozy
    frozywozy
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    Good change, but I'd like to see siege damaged reduced a tiny bit
    Jauriel wrote: »

    Fricking come on. Stop with the elitism. Especially when you yourself voted for it to be tamed down. If 3 fire siege all aim at you it doesn't matter how many purges you hit and shields you have or how many health points Ya got. Just stop.

    If they let 3 players deployed 3 fire sieges aiming at them and they decided to stay stacked right in front of it, that my friend is a poor judgement and reaction time. Keep in mind that fire trebs are not working as intented at the moment. The dots apply instantly and I'm pretty sure it is going to get hotfixed pretty soon so people who spec and gear properly won't get one shotted anymore.

    Btw, the only reason why I voted to decrease the siege damage a bit is to be a fair dealer and give the credit to people who aren't happy about it. I personally think that siege damage is perfectly fine as it is. ;)
    Edited by frozywozy on March 27, 2015 4:58PM
    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
    Spoiler
    • 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
  • skarvika
    skarvika
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    Siege damage needed an increase, but not nearly this much
    frozywozy wrote: »

    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.
    Players shouldn't need to spec their entire character around avoiding being one shotted by a game mechanic which was clearly not tested well enough. I have some self heal abilities, but at the end of the day that 5-6k I can heal or my damage shield that absorbs up to 30% isn't gonna protect me or any of my allies from a ballista that hits us for 31k.
    You're also assuming everyone should be using tank gear...templars, nightblades and sorcerers are often not wearing full sets of heavy armor with health enchantments and frankly, I'm not sure you and I are playing the same game...
    QQing is a full time job
  • Jauriel
    Jauriel
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    Siege damage needed an increase, but not nearly this much
    frozywozy wrote: »

    If they let 3 players deployed 3 fire sieges aiming at them and they decided to stay stacked right in front of it, that my friend is a poor judgement and reaction time. Keep in mind that fire trebs are not working as intented at the moment. The dots apply instantly and I'm pretty sure it is going to get hotfixed pretty soon so people who spec and gear properly won't get one shotted anymore.

    Btw, the only reason why I voted to decrease the siege damage a bit is to be a fair dealer and give the credit to people who aren't happy about it. I personally think that siege damage is perfectly fine as it is. ;)

    "Let"? As in "allow"? I think most people head into battle and do their best. I see no reason to ridicule and condescendingly insult people who are dying by the masses to siege out there. And oops I am sorry but when I am engaged in battle I can't see all things at all times and neither can you. I think dying to 3 hits from 3 different ballistas is excessive and ruining game play. The siege is being way way overused. Nobody is field fighting anymore pvp style. There are rows of siege vs rows of siege and not just on choke points and keeps. As many have said this is sVs now. Not pvp. And for many it sucks. Should we all just not voice our opinion?
  • krim
    krim
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    Great change, but I'd like to see siege damage bumped up even more!
    frozywozy wrote: »

    If they let 3 players deployed 3 fire sieges aiming at them and they decided to stay stacked right in front of it, that my friend is a poor judgement and reaction time. Keep in mind that fire trebs are not working as intented at the moment. The dots apply instantly and I'm pretty sure it is going to get hotfixed pretty soon so people who spec and gear properly won't get one shotted anymore.

    Btw, the only reason why I voted to decrease the siege damage a bit is to be a fair dealer and give the credit to people who aren't happy about it. I personally think that siege damage is perfectly fine as it is. ;)


    Dont be such a scrub. This is why you never know if the poll numbers are true. We need the damage increased the siege barely does any dmg to my groups because we blob so many healers now. Plus we just counter any siege with more siege because we have the numbers.
    Edited by krim on March 27, 2015 5:04PM
  • frozywozy
    frozywozy
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    Good change, but I'd like to see siege damaged reduced a tiny bit
    skarvika wrote: »
    Players shouldn't need to spec their entire character around avoiding being one shotted by a game mechanic which was clearly not tested well enough. I have some self heal abilities, but at the end of the day that 5-6k I can heal or my damage shield that absorbs up to 30% isn't gonna protect me or any of my allies from a ballista that hits us for 31k.
    You're also assuming everyone should be using tank gear...templars, nightblades and sorcerers are often not wearing full sets of heavy armor with health enchantments and frankly, I'm not sure you and I are playing the same game...

    There is a huge gap between someone like Agrippa who will go full heavy armor 28k hps with alot of mitigation damage points but who won't deal much damage and what I was reffering to in my post. What I was stating is that too many players were used to focus all their tools in offensive abilities lately since siege weapons were not as powerful as they used to be. Lot of people were glass cannons and I'm sorry but now it's time to sacrifice some of your offensive skills, points, gear, passive and defend yourself. I'm not saying that you must commit everything in defense and be a tank to be able to survive against siege.

    When I hear you saying "a self shield isn't gonna protect me or any of my allies from a ballista that hits us for 31k", that could means four things :

    - You are a vampire
    - You didn't have any self shield on yourself
    - You refused to designate someone in your group with siege shield
    - You or any of your allies used purge to remove the dots and they applied for their full duration

    I personally use 7/7 LA and I can defend a ressource against 3 VR14 with fire balistas and manage to kill them. I'm sure your entire group of 12 can figure out a way to survive against 3 fire sieges.
    Edited by frozywozy on March 27, 2015 5:07PM
    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
    Spoiler
    • 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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    Good change, but I'd like to see siege damaged reduced a tiny bit
    Jauriel wrote: »

    "Let"? As in "allow"? I think most people head into battle and do their best. I see no reason to ridicule and condescendingly insult people who are dying by the masses to siege out there. And oops I am sorry but when I am engaged in battle I can't see all things at all times and neither can you. I think dying to 3 hits from 3 different ballistas is excessive and ruining game play. The siege is being way way overused. Nobody is field fighting anymore pvp style. There are rows of siege vs rows of siege and not just on choke points and keeps. As many have said this is sVs now. Not pvp. And for many it sucks. Should we all just not voice our opinion?

    This was never intented to be PvP, this is AvAvA and it's been said multiple times. Siege does and should give a major advantage to people using them. What you are looking for is a battleground/arena type of environnement and we're not there yet. We have given times and times again the tools to counter sieges in the dozens and dozens of thread that have been made the past week, if you are still clueless about how to counter them, it means you refuse to adapt to it and you want it to go the way you sit it fit.
    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
    Spoiler
    • 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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    Good change, but I'd like to see siege damaged reduced a tiny bit
    krim wrote: »


    Dont be such a scrub. This is why you never know if the poll numbers are true. We need the damage increased the siege barely does any dmg to my groups because we blob so many healers now. Plus we just counter any siege with more siege because we have the numbers.

    Sorry if I sound like a scrub to you, but I personally care more for the health of the game and to make people happy by coming to an agreement than my own satisfaction, sir.

    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
    Spoiler
    • 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
  • krim
    krim
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    Great change, but I'd like to see siege damage bumped up even more!
    frozywozy wrote: »
    Btw, the only reason why I voted to decrease the siege damage a bit is to be a fair dealer and give the credit to people who aren't happy about it. I personally think that siege damage is perfectly fine as it is. ;)

    For the better of the game sure.
    Edited by krim on March 27, 2015 5:27PM
  • skarvika
    skarvika
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    Siege damage needed an increase, but not nearly this much
    frozywozy wrote: »

    There is a huge gap between someone like Agrippa who will go full heavy armor 28k hps with alot of mitigation damage points but who won't deal much damage and what I was reffering to in my post. What I was stating is that too many players were used to focus all their tools in offensive abilities lately since siege weapons were not as powerful as they used to be. Lot of people were glass cannons and I'm sorry but now it's time to sacrifice some of your offensive skills, points, gear, passive and defend yourself. I'm not saying that you must commit everything in defense and be a tank to be able to survive against siege.
    I guess I see where you're coming from here but I'll riposte with this: I have just one really offensive move on my main bar.
    Passive>Gap closer>Offense>Damage shield>Heal
    If we had more skill slots, I really don't think this would be as much of a problem as it is, but alas this is how it is.
    frozywozy wrote: »
    When I hear you saying "a self shield isn't gonna protect me or any of my allies from a ballista that hits us for 31k", that could means four things :

    - You are a vampire
    - You didn't have any self shield on yourself
    - You refused to designate someone in your group with siege shield
    - You or any of your allies used purge to remove the dots and they applied for their full duration
    Also none of these are true; I simply do not use siege shield because it would render me useless in combat and frankly, there's no point in even PVPing if all you can do is run around shielding yourself.
    frozywozy wrote: »
    I personally use 7/7 LA and I can defend a ressource against 3 VR14 with fire balistas and manage to kill them. I'm sure your entire group of 12 can figure out a way to survive against 3 fire sieges.
    Thank you for proving my point. This is precisely what happened to us and that is why it is a problem.
    At this stage of PVP, it no longer comes down to the skill of the players or their builds or the strategy...you can be squishy and not use any of your skills, but if you've got that fire ballista up, you're all set and it's time to play Call of Duty Medieval Warfare aka Whack-A-Mole Elder Scrolls Edition.
    Edited by skarvika on March 27, 2015 5:31PM
    QQing is a full time job
  • nukeemstudiosub17_ESO
    Siege damage needed an increase, but not nearly this much
    WRX wrote: »
    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.

    Yes PLEASE! this change destroys the fun of PvP.
  • GorraShatan
    GorraShatan
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    Great change, the current siege damage strikes just the right balance
    krim wrote: »


    Dont be such a scrub. This is why you never know if the poll numbers are true. We need the damage increased the siege barely does any dmg to my groups because we blob so many healers now. Plus we just counter any siege with more siege because we have the numbers.

    I'm holding off voting until I get a chance to PvP more this weekend, but I think the poll numbers here are fairly true. It seems like a small (5%-10%?) decrease in the siege damage would satisfy the vast majority of people, the a smaller majority isn't too upset with leaving things as is.
  • GorraShatan
    GorraShatan
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    Great change, the current siege damage strikes just the right balance
    skarvika wrote: »
    I guess I see where you're coming from here but I'll riposte with this: I have just one really offensive move on my main bar.
    Passive>Gap closer>Offense>Damage shield>Heal
    If we had more skill slots, I really don't think this would be as much of a problem as it is, but alas this is how it is.
    Also none of these are true; I simply do not use siege shield because it would render me useless in combat and frankly, there's no point in even PVPing if all you can do is run around shielding yourself.
    Thank you for proving my point. This is precisely what happened to us and that is why it is a problem.
    At this stage of PVP, it no longer comes down to the skill of the players or their builds or the strategy...you can be squishy and not use any of your skills, but if you've got that fire ballista up, you're all set and it's time to play Call of Duty Medieval Warfare aka Whack-A-Mole Elder Scrolls Edition.

    Is that your setup for both bars skarvika? I only ever have a gap closer on one of my bars, which leaves me a free spot on the other to put purge on if necessary. I can get by with only having one of a shield or a heal on each bar too in a pinch, as I just switch weapons to use the other (though I prefer not to have to do this).
  • eventide03b14a_ESO
    eventide03b14a_ESO
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    Great change, the current siege damage strikes just the right balance
    WRX wrote: »
    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.
    Why is it too strong?
    KeplerMG wrote: »
    Siege will be imbalanced until it is more effective on attacking walls, doors, and other siege, and less effective on other players.
    Why?
    I
    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
    I have found the complete opposite to be true.

    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.
    How can they be the best players if they can't figure out how to move out of a slow moving red circle. They are not the best players they are just people who have trained themselves to do a repetitious task. The best players wouldn't be hampered by by something like this, they would already have mastered dodging, sprinting, being aware of their environment and reacting accordingly. I can't get behind this argument that a siege weapon is suddenly going to make a bad player good. When I see someone firing from a siege weapon I just position myself to hit them while they are firing it. They are sitting ducks and you can easily take them out before they can even react. This is actually a good thing for good players not a bad thing. Stop crying and start using it to your advantage.
    :trollin:
  • skarvika
    skarvika
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    Siege damage needed an increase, but not nearly this much
    Crunch wrote: »

    Almost all of them are OUTSIDE of the siege shields... pfft. And why are they all so close together?
    Good eye! ;) Also some of us were on the ram, others were fighting guards, others were casting buffs and the like. We got into the keep without any resistance, so we got to the door to start sieging, and then...boom. One oil pot. Entire group wiped.
    Edited by skarvika on March 27, 2015 5:41PM
    QQing is a full time job
  • ToRelax
    ToRelax
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    Good change, but I'd like to see siege damaged reduced a tiny bit
    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.

    @Assilma you are wrong then I guess. I very much like the change. To be honest, I wouldn't care for siege anymore if it was decreased by more than 20%.
    Edited by ToRelax on March 27, 2015 5:43PM
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  • nukeemstudiosub17_ESO
    Siege damage needed an increase, but not nearly this much
    Def needs to be reduced. It has bad players thinking they are good.
  • skarvika
    skarvika
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    Siege damage needed an increase, but not nearly this much
    Is that your setup for both bars skarvika? I only ever have a gap closer on one of my bars, which leaves me a free spot on the other to put purge on if necessary. I can get by with only having one of a shield or a heal on each bar too in a pinch, as I just switch weapons to use the other (though I prefer not to have to do this).
    Nope, the other one is my ranged setup which I use mainly for defending keeps and providing offensive support to allies.
    Passive>Offense>Offense>Offense (all three are part of a combo)>Rapid Maneuver (not really part of the setup, but an essential skill for me in PVP)
    I don't mind swapping if I need a shield or heal.
    Edited by skarvika on March 27, 2015 5:49PM
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  • Kybotica
    Kybotica
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    Good change, but I'd like to see siege damaged reduced a tiny bit
    My only real complaint is that you end up having to waste a potion and use at least one heal/cleanse to even survive a hit from a fire siege now. I don't think that running a purge should be a requirement for every single player.

    Also, the whole "killed by siege but there was never a red warning circle" bug needs to be completely fixed, especially given the strength of siege now.

    On the whole, I think it is a positive change for PvP.
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  • Sighlynce
    Sighlynce
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    Great change, the current siege damage strikes just the right balance
    Literally disintegrated in mid air last night while trying to get away !! Awesome :D !! Should have jumped sooner ;)
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  • Jauriel
    Jauriel
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    Siege damage needed an increase, but not nearly this much
    frozywozy wrote: »

    This was never intented to be PvP, this is AvAvA and it's been said multiple times. Siege does and should give a major advantage to people using them. What you are looking for is a battleground/arena type of environnement and we're not there yet. We have given times and times again the tools to counter sieges in the dozens and dozens of thread that have been made the past week, if you are still clueless about how to counter them, it means you refuse to adapt to it and you want it to go the way you sit it fit.

    I am not clueless about anything. Just not enjoying it. I'm not a ***. I understand the dynamics and how to combat the siege damage. Just not WANTING to see siege everywhere at all times. What is there about this you're not understanding? It has nothing to do with skill or effort or understanding. And I am not alone. No need to try to continuously make it an opportunity to insult the knowledge and abilities of others.
  • GorraShatan
    GorraShatan
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    Great change, the current siege damage strikes just the right balance
    skarvika wrote: »
    Nope, the other one is my ranged setup which I use mainly for defending keeps and providing offensive support to allies.
    Passive>Offense>Offense>Offense (all three are part of a combo)>Rapid Maneuver (not really part of the setup, but an essential skill for me in PVP)
    I don't mind swapping if I need a shield or heal.

    Pretty much the same setup I have then lol. I swap Rapids for Purge when I get to my destination (or for something else if there are enough purgers/healers).
  • frozywozy
    frozywozy
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    Good change, but I'd like to see siege damaged reduced a tiny bit
    Jauriel wrote: »

    I am not clueless about anything. Just not enjoying it. I'm not a ***. I understand the dynamics and how to combat the siege damage. Just not WANTING to see siege everywhere at all times. What is there about this you're not understanding? It has nothing to do with skill or effort or understanding. And I am not alone. No need to try to continuously make it an opportunity to insult the knowledge and abilities of others.

    I'm not seeing any constructive argument in what you just said other than "I want things to go the way I want it to be"

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    Spoiler
    • 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
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    • 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
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    • Release bigger battlegrounds with 8 to 16 players per team and only two teams
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  • krim
    krim
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    Great change, but I'd like to see siege damage bumped up even more!

    frozywozy wrote: »

    I'm not seeing any constructive argument in what you just said other than "I want things to go the way I want it to be"

    How different is that from the bad/bow users saying they should be able to play the way they want pre 1.6. You wouldnt know because all you do is zerg, and if there ever was that one time where you werent with your zerg you got owned.
  • Jauriel
    Jauriel
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    Siege damage needed an increase, but not nearly this much
    frozywozy wrote: »

    I'm not seeing any constructive argument in what you just said other than "I want things to go the way I want it to be"

    Dude at this point you're only arguing with me for the sake of arguing. That or you're really trying to keep my attention. Having fun? Because frankly I would rather banter with you (in an uncensored way) than play in Cyrodiil tonight and considering I've even a pvp junkie for 9 months that says A LOT. So let's have at it. Wanna go somewhere private and *** for tat?
    Edited by Jauriel on March 27, 2015 7:25PM
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