johan.danielsson1994b16_ESO wrote: »johan.danielsson1994b16_ESO wrote: »bowmanz607 wrote: »@ZOS_BrianWheeler
Why do you hate small groups so much? This will make it even harder for groups that arent 24 man raids. You should promote smaller groups, not destroy them.
i keep seeing this. please explain how this hurts small groups? This is a tool for small groups to use to break up the larger groups and spread them out. it also allows small groups to defend a keep against ball groups. How does this hurt small groups?
Yeah, in what possible instance do the small group of arround 10 - 12 people compared to a large zerg of 24+ spread all over the keep, pleaceing sieges on the postern doors, oils above the flags and over the meatbags.. They DONT, they cannot spare the numbers for this.
I can think of quite a few. The main one being after the wall is down and the zerg is rushing in the breach. The zerg isn't sieging at that point so these changes definitely help the smaller defending group.
Yes at breaches it will be usefull but after that? If you dont kill everyone in one impact its over already, Enemies will start to siege the breach too and spread arround cockroach ressing everybody like they do now. Some guilds we face dont even fight they just spread arround trying to ress.
ZOS_BrianWheeler wrote: »Battlespirit did indeed change the value of damage from Siege weapons, which we are looking to correct with these changes.
I think that the bigger the group, the more health and damage buff they should get. Single players going into pvp areas should get a damage and health debuff...so group up, it's about massive head to head battles! (which rarely happens anymore) Death to gank squads!
bowmanz607 wrote: »rdbrown1987 wrote: »Really? All side effects from siege weapons (snare, healing taken reduction, siege damage increase taken) are no longer purgable.
this is just going to make the zergs more stronger, smaller groups won't have a chance to anything.
seriously who comes up with these ideas and thinks they'd be great because there is no thought into this at all you just haven't got a clue, you want to be splitting the zergs up not making them get bigger and win every time with a meatbag in this dumb down pvp because that's exactly what's going to happen.
the underpopulated side will never take a keep if this goes through.
what are you talking about. guess who uses seige when defending a keep. typically it is the smaller groups and the underpopulated groups. that means when you only have 10 people defending a keep and 30 running in the seige may actually flip the fight in the smaller groups favor. As it stands right now seige does not allow this.
^^^^^^^^^^^^^^^ THIS!johan.danielsson1994b16_ESO wrote: »bowmanz607 wrote: »johan.danielsson1994b16_ESO wrote: »"All side effects from siege weapons (snare, healing taken reduction, siege damage increase taken) are no longer purgable."
This is NOT the way to go at all... compare a group of 12 and a group of 24, guess three times which group gets affected the most from healing reduction.
WHY DO YOU LOVE NUMBERS SO MUCH, WHY!?
one we dont know what other balances are coming that will compliment these change.
Second, even on its own, this change gives tools to smaller groups to fight those larger groups. also, instead of one blob fighting another blob on one pin for 20 min while the server lags out will no longer be the most effective way to fight. No the side defending the resource or keep will have the advantage of seige be it 6 v 24 or 24 v 60 or even 40 v 40 etc. Moreover, this will change the strategy used by the groups on the offensive because it will no longer be advisable to just stick on crown and move in would big blob. Although not gone completely it will be minimized.
Wrong, the larger group is always the one that can spare people to place sieges, a smaller one can NOT!
I'm trying to figure out how larger groups can setup more sieges while they try to run inside an enemy breach and take possession of the courtyard, then run inside the inner breach and take possession of the flags? Explain that to me please with a screenshot maybe because I cannot see your point.
While defending a keep, it is crucial that the defenders have a MAJOR ADVANTAGE if properly prepared with sieges aiming at the breach. The way it is right now, blobs can easily get inside ONE SINGLE BREACH while spamming their barriers and purges which is UNACCEPTABLE. They should be forced to bring an additional wall down or to spread out in smaller groups and to time their movements between each siege volley.
All of you who claim that buffing sieges favor larger groups have in mind openfield battles which barely have any impact on the course of the campaign and the scoring system.
johan.danielsson1994b16_ESO wrote: »johan.danielsson1994b16_ESO wrote: »bowmanz607 wrote: »@ZOS_BrianWheeler
Why do you hate small groups so much? This will make it even harder for groups that arent 24 man raids. You should promote smaller groups, not destroy them.
i keep seeing this. please explain how this hurts small groups? This is a tool for small groups to use to break up the larger groups and spread them out. it also allows small groups to defend a keep against ball groups. How does this hurt small groups?
Yeah, in what possible instance do the small group of arround 10 - 12 people compared to a large zerg of 24+ spread all over the keep, pleaceing sieges on the postern doors, oils above the flags and over the meatbags.. They DONT, they cannot spare the numbers for this.
I can think of quite a few. The main one being after the wall is down and the zerg is rushing in the breach. The zerg isn't sieging at that point so these changes definitely help the smaller defending group.
Yes at breaches it will be usefull but after that? If you dont kill everyone in one impact its over already, Enemies will start to siege the breach too and spread arround cockroach ressing everybody like they do now. Some guilds we face dont even fight they just spread arround trying to ress.
In most scenarios, when a blob siege a keep, there is near to no defense (because they know that sieging a keep right next in transit line is not the best strategy). The point is not to kill all of them in impact at the breach. The point is that if defenders DEPLOYED SIEGES PROPERLY TO COUNTER THE BLOB THREATENING, said blob group would be forced to use strategies such as sieging down another wall or spread out in smaller groups TO BUY TIME TO PEOPLE TO RUN BACK TO THE KEEP AND OFFER A REAL CHALLENGE WITH EQUAL NUMBERS.
A keep fight should not be over because a wall is down. Going inside a breach (choke point) should be challenging and dangerous. Right now, going inside a breach =
AbraXuSeXile wrote: »Anyone who likes this idea doesnt like pvp. Sitting on a siege weapon left clicking hoping to grab a kill.
Boring.
AbraXuSeXile wrote: »Anyone who likes this idea doesnt like pvp. Sitting on a siege weapon left clicking hoping to grab a kill.
Boring.
bowmanz607 wrote: »AbraXuSeXile wrote: »Anyone who likes this idea doesnt like pvp. Sitting on a siege weapon left clicking hoping to grab a kill.
Boring.
this game was advertised as huge siege warfare.
ZOS_BrianWheeler wrote: »[*] All side effects from siege weapons (snare, healing taken reduction, siege damage increase taken) are no longer purgable.
johan.danielsson1994b16_ESO wrote: »It was also advertised to handle hundreds of players on the screen at once, it dosent.
ZOS_BrianWheeler wrote: »Battlespirit did indeed change the value of damage from Siege weapons, which we are looking to correct with these changes.
How about, instead of adjusting seige damage up, adjust the Battle Spirit Debuff to a lower number.. preferable zero.
Sigh...I will post.. more about that.. later this week. @ZOS_BrianWheeler You are playing havoc with something I am writing/composing right now.. Grrrr.
mike.gaziotisb16_ESO wrote: »AoE caps incoming on Purge and Barrier as Wrobel said (fantastic)
mike.gaziotisb16_ESO wrote: »AoE caps incoming on Purge and Barrier as Wrobel said (fantastic)
Great post. You have a link for this?
With that being said, there are a few situations where healing is able to out scale damage. The first step we are taking is to look at some of the abilities that heal far more than we would like in large group fights. We’re specifically looking at Purge and Barrier initially, and will be reducing the max targets these abilities can hit.
@ZOS_BrianWheeler
Why do you hate small groups so much? This will make it even harder for groups that arent 24 man raids. You should promote smaller groups, not destroy them.
AbraXuSeXile wrote: »Anyone who likes this idea doesnt like pvp. Sitting on a siege weapon left clicking hoping to grab a kill.
Boring.
@ZOS_BrianWheeler
Why do you hate small groups so much? This will make it even harder for groups that arent 24 man raids. You should promote smaller groups, not destroy them.
This. RIP pvp if this makes it live. I actually like all but one of the changes (though the damage may be a little overboard).
There's a reason side effects from siege were changed to be purgable in the first place, @ZOS_BrianWheeler unless we've forgotten.
- Having 0 control over your own character is not fun or engaging gameplay. That's why the break free system exists, and why Purge and other spells like it even exist in the game at all. You're trying to fix @Wrobel's problem for him in some roundabout way that makes no sense.
- I am a healer and if my heals are rendered ineffective with no chance to recover their effectiveness I might as well quit the game or just roll a different class/spec because I am completely useless. This is the reason why heal debuff stacking is no longer a thing. Because it is *** and negates an entire aspect of the game.
- You're only promoting zerg gameplay. The pvp will once again revolve around whoever can get the most siege up instead of who can actually play their characters better. The group that will get more siege up you ask? The larger one.
Why are you going against the actual good things that have been done previously in this game? Making siege useful for the average player is fine, but making siege the only important thing in pvp is the wrong way to go. We've been down this road before and those specific reasons plus more I'm probably forgetting are why they do not and should not exist in this game.
Having 0 control over your own character is not fun or engaging gameplay. That's why the break free system exists, and why Purge and other spells like it even exist in the game at all. You're trying to fix @Wrobel's problem for him in some roundabout way that makes no sense.
@ZOS_BrianWheeler
Why do you hate small groups so much? This will make it even harder for groups that arent 24 man raids. You should promote smaller groups, not destroy them.
This. RIP pvp if this makes it live. I actually like all but one of the changes (though the damage may be a little overboard).
There's a reason side effects from siege were changed to be purgable in the first place, @ZOS_BrianWheeler unless we've forgotten.
- Having 0 control over your own character is not fun or engaging gameplay. That's why the break free system exists, and why Purge and other spells like it even exist in the game at all. You're trying to fix @Wrobel's problem for him in some roundabout way that makes no sense.
- I am a healer and if my heals are rendered ineffective with no chance to recover their effectiveness I might as well quit the game or just roll a different class/spec because I am completely useless. This is the reason why heal debuff stacking is no longer a thing. Because it is *** and negates an entire aspect of the game.
- You're only promoting zerg gameplay. The pvp will once again revolve around whoever can get the most siege up instead of who can actually play their characters better. The group that will get more siege up you ask? The larger one.
Why are you going against the actual good things that have been done previously in this game? Making siege useful for the average player is fine, but making siege the only important thing in pvp is the wrong way to go. We've been down this road before and those specific reasons plus more I'm probably forgetting are why they do not and should not exist in this game.
Funny enough; we have been down this road before..and when they changed it..it made the game instantly worse by removing one of the few things that worked against Zergballs
I mean..I've seen quite a few posts here of people who are talking about how this will kill PvP; and virtually everyone of them is in large zergball groups
mike.gaziotisb16_ESO wrote: »Having 0 control over your own character is not fun or engaging gameplay. That's why the break free system exists, and why Purge and other spells like it even exist in the game at all. You're trying to fix @Wrobel's problem for him in some roundabout way that makes no sense.
That is a very astute observation, that he's trying to fix Wrobel's problem. And it's not the most elegant of solutions, agreed, but I still believe it's better than what we've currently got.
Yes losing control of your char is frustrating. Getting rooted and silenced (which is for all intends and purposes same as getting stunned) with every gap closer was the single most infuriating and idiotic change thus far. So why do I not think so badly over even more irresistible CC?
Because the stun on gap-closing is more effective when a larger group is chasing a small group or solo player, it's not really a big deal the other way round. The opposite is true of siege. I get hit with siege too, we all do. But for every 1 time I get hit, a ball group gets hit 100. Therefore the effect is far more pronounced on larger groups and it's hurting them more. So I hope it will be to the benefit of individuals and smaller more mobile teams.
Would I like a game with less emphasis on irresistible CC and different mechanics (like no AoE caps, less effective Purge/Barrier and more effective class based ults) to allow you to take out big groups with coordination and skill? You betcha, and I will keep campaigning for some of those changes until they are implemented or I get bored and quit.
But for now I'm happy to try out a change that will hurt me a bit, if I feel it's going to hurt the blob even more.
@ZOS_BrianWheeler
Why do you hate small groups so much? This will make it even harder for groups that arent 24 man raids. You should promote smaller groups, not destroy them.
This. RIP pvp if this makes it live. I actually like all but one of the changes (though the damage may be a little overboard).
There's a reason side effects from siege were changed to be purgable in the first place, @ZOS_BrianWheeler unless we've forgotten.
- Having 0 control over your own character is not fun or engaging gameplay. That's why the break free system exists, and why Purge and other spells like it even exist in the game at all. You're trying to fix @Wrobel's problem for him in some roundabout way that makes no sense.
- I am a healer and if my heals are rendered ineffective with no chance to recover their effectiveness I might as well quit the game or just roll a different class/spec because I am completely useless. This is the reason why heal debuff stacking is no longer a thing. Because it is *** and negates an entire aspect of the game.
- You're only promoting zerg gameplay. The pvp will once again revolve around whoever can get the most siege up instead of who can actually play their characters better. The group that will get more siege up you ask? The larger one.
Why are you going against the actual good things that have been done previously in this game? Making siege useful for the average player is fine, but making siege the only important thing in pvp is the wrong way to go. We've been down this road before and those specific reasons plus more I'm probably forgetting are why they do not and should not exist in this game.
mike.gaziotisb16_ESO wrote: »Having 0 control over your own character is not fun or engaging gameplay. That's why the break free system exists, and why Purge and other spells like it even exist in the game at all. You're trying to fix @Wrobel's problem for him in some roundabout way that makes no sense.
That is a very astute observation, that he's trying to fix Wrobel's problem. And it's not the most elegant of solutions, agreed, but I still believe it's better than what we've currently got.
Yes losing control of your char is frustrating. Getting rooted and silenced (which is for all intends and purposes same as getting stunned) with every gap closer was the single most infuriating and idiotic change thus far. So why do I not think so badly over even more irresistible CC?
Because the stun on gap-closing is more effective when a larger group is chasing a small group or solo player, it's not really a big deal the other way round. The opposite is true of siege. I get hit with siege too, we all do. But for every 1 time I get hit, a ball group gets hit 100. Therefore the effect is far more pronounced on larger groups and it's hurting them more. So I hope it will be to the benefit of individuals and smaller more mobile teams.
Would I like a game with less emphasis on irresistible CC and different mechanics (like no AoE caps, less effective Purge/Barrier and more effective class based ults) to allow you to take out big groups with coordination and skill? You betcha, and I will keep campaigning for some of those changes until they are implemented or I get bored and quit.
But for now I'm happy to try out a change that will hurt me a bit, if I feel it's going to hurt the blob even more.
That was proven not true the first time they buffed siege damage. It resulted in larger groups forming because they needed people putting up siege during the fights. The larger group will always have more siege available and more opportunities to place siege.
mike.gaziotisb16_ESO wrote: »mike.gaziotisb16_ESO wrote: »Having 0 control over your own character is not fun or engaging gameplay. That's why the break free system exists, and why Purge and other spells like it even exist in the game at all. You're trying to fix @Wrobel's problem for him in some roundabout way that makes no sense.
That is a very astute observation, that he's trying to fix Wrobel's problem. And it's not the most elegant of solutions, agreed, but I still believe it's better than what we've currently got.
Yes losing control of your char is frustrating. Getting rooted and silenced (which is for all intends and purposes same as getting stunned) with every gap closer was the single most infuriating and idiotic change thus far. So why do I not think so badly over even more irresistible CC?
Because the stun on gap-closing is more effective when a larger group is chasing a small group or solo player, it's not really a big deal the other way round. The opposite is true of siege. I get hit with siege too, we all do. But for every 1 time I get hit, a ball group gets hit 100. Therefore the effect is far more pronounced on larger groups and it's hurting them more. So I hope it will be to the benefit of individuals and smaller more mobile teams.
Would I like a game with less emphasis on irresistible CC and different mechanics (like no AoE caps, less effective Purge/Barrier and more effective class based ults) to allow you to take out big groups with coordination and skill? You betcha, and I will keep campaigning for some of those changes until they are implemented or I get bored and quit.
But for now I'm happy to try out a change that will hurt me a bit, if I feel it's going to hurt the blob even more.
That was proven not true the first time they buffed siege damage. It resulted in larger groups forming because they needed people putting up siege during the fights. The larger group will always have more siege available and more opportunities to place siege.
I don't know, we experienced that siege buff very differently it seems. I was an advocate of it before it got implemented and I actually enjoyed it when it released to the point that I missed it when update 2.1 debuffed siege damage.
I spend 50% of my time in groups of <5 people and the other 50% solo. So having siege set up against me, or getting hit by siege is something that happens, but very very infrequently. It was the same with 1.6 (buffed siege) and it's the same now. The effectiveness or not of siege, did not change the amount of people that sieged me.
I don't recall ball groups being bigger back then (just less of them) compared to now. And yeah they suffered some terrible wipes on breaches, whereas now that rarely happens unless you stack an equally large group to defend it.