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Ball Groups and Ineffective Siege - How to fix them

RinaldoGandolphi
RinaldoGandolphi
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Ineffective Siege - Siege is mostly ineffective due to Purge, However I do NOT think Siege needs its damage increased by a blanket damage increase. I have changed position on that to some degree as i do not want to see a small group or a single person being 1 shot by siege, but what they need to do is this:

"Change siege where it gets a 5% increase in damage for each target hit with no cap on targets that can be hit and scaling damage up to 300%. Also, damage shielding effects such as Barrier and Hardened Ward no longer mitigate or absorb damage from siege artillery, and siege damage is no longer reduced by the Battle Spirit nerf"

This means:
if you hit 10 targets the siege does 50% more damage to everyone hit.
If you hit 20 targets it does 100% more damage to everyone hit.
If you hit 30 targets it does 150% more damage to everyone hit.
if you hit 40 targets its does 200% more damage to everyone hit.
if you hit 50 targets it does 250% more damage to everyone hit.
if you hit 60 targets it does 300% more damage to everyone hit.

A player skill on your bar can not be the counter to zergs, we saw how that works with Proxy Det...its not feasible. This suggested change to siege would NOT hurt small groups of 5-9 at all, but groups larger then 10 would have to be wary of well placed artillery fire...this is "How it should be". This allows the smaller pvp groups that roam around to use siege strategy to bust these ball groups! Ball groups would no longer have the luxary of being protected just because their are running around with 16-40 of their friends.....it also gives small groups a fighting chance against superior numbers without messing with class balance in the game anymore.

This suggested change does not benefit zergs because siege is not one shot material, and unless your shooting at 15-20 targets you gain nothing from dropping siege so it makes no sense for the zerg to drop them with this type of damage scaling, as hitting 1-9 guys with siege will be like it is now, and not really do much damage at alll, I know i eat Fire Treb and Ballista fire to the face right now all the time in light armor without a damage shield and its a non-issue...if an 8-9 man group is at a resource and a zerg of 20-30 come, now it makes sense for that 8-9 man group to drop siege and actually have a chance to fight back.

Ball groups have options available to them to fight back against this change, they ahve organization, numbers, can stealth proxy det, can flank, there is a whole plethora of things they can do that this in now way changes group play whatsoever, all it does add really is a means to defend a keep or an objective from supeior numbers or at the very least "buy time" Do not forget the Siege Shield skill in the Allaince War skill line reduces siege damage by 35%, so there is already a counter in game that organized groups can use to stay alive....We really need this siege though to bust these ball groups, not only for server performance, but to make small scale pvp and defense of objectives viable...defense of any objective in this game right now is pointless without an equal sized zerg and IMO that's a shame...

When this game launched 8-12 organized people could easily defend a keep from 40 or so people with good organization, and viable siege...this zerging all really got started when they removed ground oils and nerfed their damage....im not asking for ground oils back, but siege doing more damage based on targets hit up to 300% at 60 targets is really just making siege what it should have been from the start, making siege what Proxy Det failed to become....a viable counter to ball groups.

Good day. :)
Edited by RinaldoGandolphi on November 2, 2015 3:18PM
Rinaldo Gandolphi-Breton Sorcerer Daggerfall Covenant
Juste Gandolphi Dark Elf Templar Daggerfall Covenant
Richter Gandolphi - Dark Elf Dragonknight Daggerfall Covenant
Mathias Gandolphi - Breton Nightblade Daggerfall Covenant
RinaldoGandolphi - High Elf Sorcerer Aldmeri Dominion
Officer Fire and Ice
Co-GM - MVP



Sorcerer's - The ONLY class in the game that is punished for using its class defining skill (Bolt Escape)

"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

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