DeanTheCat wrote: »
Blame people for zerging though in reality you have no idea what you're talking about. Zzzzzz.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
@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
When the change was made the first time everyone was running group of 12-16 in size and they all hated it. Your argument is invalid. It did not affect anything other than making the gameplay more enjoyable. You were still able to smash zerg groups because ultimates weren't affected by AOE caps and soft caps kept stats in check. the people who abused the siege back then were the ones doing the zerging and it will be the same way this time around if they go through with this.
Joy_Division wrote: »If I were Wheeler, I'd quit and find a more rewarding job where his work would be better appreciated, like eith the Internal Revenue Service.
Half the community has yelled, begged, and pleaded with him to buff siege damage so that smaller groups could effectively fight zergs.
Now after acceding to the request, half the community is dubbing him zerg-lover because he has done what many people have asked him to do.
Blame people for zerging though in reality you have no idea what you're talking about. Zzzzzz.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
It's just sad that this is how they try to break up zerg balls. AOE caps? Dynamic ulti? Casual catering. Zzzzzz.
Omg all those players running in large organized groups claiming that buffing sieges favor larger groups.. Delicious tears are delicious! They probably didn't even matter reading all the counter arguments to that theory presented in this thread.. they read the green text on the first page, and went straight to commenting saying their zergball group is going to setup sieges while running inside a breach to destroy defenders before they have a chance to use their own siege.
Make perfect sense!
This might dissapoint you, but I'm not upset at all, because you clearly don't know what you're talking about. All I'm getting out of your posts is that you have been d*cked 8-12 man groups (the people against this change) and therefore cry about them zerging and running 24 man groups.I know exactly what i'm talking about; which is what upsets you. This is one method to stop Zergballs; Its not the only method...AOE caps for example need to be removed..and will most certainly help small organized groups fight zergballs...
This is just the method for pugs to stand a chance at fighting them...it remains to be seen if they're smart and remove aoe caps in the process.Omg all those players running in large organized groups claiming that buffing sieges favor larger groups.. Delicious tears are delicious! They probably didn't even matter reading all the counter arguments to that theory presented in this thread.. they read the green text on the first page, and went straight to commenting saying their zergball group is going to setup sieges while running inside a breach to destroy defenders before they have a chance to use their own siege.
Make perfect sense!
Remember these are the same people that insist 24 people is just 1 group and they're not zerging.
Its a complete disconnect with reality.
This might dissapoint you, but I'm not upset at all, because you clearly don't know what you're talking about. All I'm getting out of your posts is that you have been d*cked 8-12 man groups (the people against this change) and therefore cry about them zerging and running 24 man groups.I know exactly what i'm talking about; which is what upsets you. This is one method to stop Zergballs; Its not the only method...AOE caps for example need to be removed..and will most certainly help small organized groups fight zergballs...
This is just the method for pugs to stand a chance at fighting them...it remains to be seen if they're smart and remove aoe caps in the process.Omg all those players running in large organized groups claiming that buffing sieges favor larger groups.. Delicious tears are delicious! They probably didn't even matter reading all the counter arguments to that theory presented in this thread.. they read the green text on the first page, and went straight to commenting saying their zergball group is going to setup sieges while running inside a breach to destroy defenders before they have a chance to use their own siege.
Make perfect sense!
Remember these are the same people that insist 24 people is just 1 group and they're not zerging.
Its a complete disconnect with reality.
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?
Talking about eXile who at the moment have the 'vast majority' soloing or small scale PVPing in 4-5 man groups because the game perfomance is so s*it. You're boring and your argument is invalid again.Virtually none of the people whining about the change are in 8-12 man groups; damn near everyone of them runs 16+ the vast majority of the time.
WillhelmBlack 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?
20 man, small Zerg vs 6 man group, 2 tanky characters at front to apply CC's, 3 DD's and a healer. Out in the open field, which group do you think has someone spare to put up siege?
This might dissapoint you, but I'm not upset at all, because you clearly don't know what you're talking about. All I'm getting out of your posts is that you have been d*cked 8-12 man groups (the people against this change) and therefore cry about them zerging and running 24 man groups.I know exactly what i'm talking about; which is what upsets you. This is one method to stop Zergballs; Its not the only method...AOE caps for example need to be removed..and will most certainly help small organized groups fight zergballs...
This is just the method for pugs to stand a chance at fighting them...it remains to be seen if they're smart and remove aoe caps in the process.Omg all those players running in large organized groups claiming that buffing sieges favor larger groups.. Delicious tears are delicious! They probably didn't even matter reading all the counter arguments to that theory presented in this thread.. they read the green text on the first page, and went straight to commenting saying their zergball group is going to setup sieges while running inside a breach to destroy defenders before they have a chance to use their own siege.
Make perfect sense!
Remember these are the same people that insist 24 people is just 1 group and they're not zerging.
Its a complete disconnect with reality.
Virtually none of the people whining about the change are in 8-12 man groups; damn near everyone of them runs 16+ the vast majority of the time.
This might dissapoint you, but I'm not upset at all, because you clearly don't know what you're talking about. All I'm getting out of your posts is that you have been d*cked 8-12 man groups (the people against this change) and therefore cry about them zerging and running 24 man groups.I know exactly what i'm talking about; which is what upsets you. This is one method to stop Zergballs; Its not the only method...AOE caps for example need to be removed..and will most certainly help small organized groups fight zergballs...
This is just the method for pugs to stand a chance at fighting them...it remains to be seen if they're smart and remove aoe caps in the process.Omg all those players running in large organized groups claiming that buffing sieges favor larger groups.. Delicious tears are delicious! They probably didn't even matter reading all the counter arguments to that theory presented in this thread.. they read the green text on the first page, and went straight to commenting saying their zergball group is going to setup sieges while running inside a breach to destroy defenders before they have a chance to use their own siege.
Make perfect sense!
Remember these are the same people that insist 24 people is just 1 group and they're not zerging.
Its a complete disconnect with reality.
Virtually none of the people whining about the change are in 8-12 man groups; damn near everyone of them runs 16+ the vast majority of the time.
This might dissapoint you, but I'm not upset at all, because you clearly don't know what you're talking about. All I'm getting out of your posts is that you have been d*cked 8-12 man groups (the people against this change) and therefore cry about them zerging and running 24 man groups.I know exactly what i'm talking about; which is what upsets you. This is one method to stop Zergballs; Its not the only method...AOE caps for example need to be removed..and will most certainly help small organized groups fight zergballs...
This is just the method for pugs to stand a chance at fighting them...it remains to be seen if they're smart and remove aoe caps in the process.Omg all those players running in large organized groups claiming that buffing sieges favor larger groups.. Delicious tears are delicious! They probably didn't even matter reading all the counter arguments to that theory presented in this thread.. they read the green text on the first page, and went straight to commenting saying their zergball group is going to setup sieges while running inside a breach to destroy defenders before they have a chance to use their own siege.
Make perfect sense!
Remember these are the same people that insist 24 people is just 1 group and they're not zerging.
Its a complete disconnect with reality.
Virtually none of the people whining about the change are in 8-12 man groups; damn near everyone of them runs 16+ the vast majority of the time.
Pretty much all EU people complaining about this change run in group of 8-14. On the other hand @Turelus who seem to approve this change is well known to run 24 man guild blob, and more than often decides to stack up to 3 raids with another guild. Just stating fact you know
Talking about eXile who at the moment have the 'vast majority' soloing or small scale PVPing in 4-5 man groups because the game perfomance is so s*it. You're boring and your argument is invalid again.Virtually none of the people whining about the change are in 8-12 man groups; damn near everyone of them runs 16+ the vast majority of the time.
RoamingRiverElk wrote: »This might dissapoint you, but I'm not upset at all, because you clearly don't know what you're talking about. All I'm getting out of your posts is that you have been d*cked 8-12 man groups (the people against this change) and therefore cry about them zerging and running 24 man groups.I know exactly what i'm talking about; which is what upsets you. This is one method to stop Zergballs; Its not the only method...AOE caps for example need to be removed..and will most certainly help small organized groups fight zergballs...
This is just the method for pugs to stand a chance at fighting them...it remains to be seen if they're smart and remove aoe caps in the process.Omg all those players running in large organized groups claiming that buffing sieges favor larger groups.. Delicious tears are delicious! They probably didn't even matter reading all the counter arguments to that theory presented in this thread.. they read the green text on the first page, and went straight to commenting saying their zergball group is going to setup sieges while running inside a breach to destroy defenders before they have a chance to use their own siege.
Make perfect sense!
Remember these are the same people that insist 24 people is just 1 group and they're not zerging.
Its a complete disconnect with reality.
Virtually none of the people whining about the change are in 8-12 man groups; damn near everyone of them runs 16+ the vast majority of the time.
Just for the record, I mainly run in groups of 2 to 5, and that's the perspective I'm whining from regarding the healing debuff not being purgeable. Magicka DKs and templars will be so screwed with this change - exactly the classes that need buffs anyway. Once you get hit once by either meatbag or oil catapult when outnumbered, it's the beginning of the end if there's any pressure at all. They will have a much harder time dealing with the siege than sorcs or nbs will.
The thing you may not understand is, as a group of 12-14 you have to stack up on flags to turn a keep,and in sucha group you have limited heals and barriers (cant deal with a perma major defile). Thats how the game works. Its a problem when there are 30 people with 15 sieges all over the place, and people ressing everytime the group moves.This might dissapoint you, but I'm not upset at all, because you clearly don't know what you're talking about. All I'm getting out of your posts is that you have been d*cked 8-12 man groups (the people against this change) and therefore cry about them zerging and running 24 man groups.I know exactly what i'm talking about; which is what upsets you. This is one method to stop Zergballs; Its not the only method...AOE caps for example need to be removed..and will most certainly help small organized groups fight zergballs...
This is just the method for pugs to stand a chance at fighting them...it remains to be seen if they're smart and remove aoe caps in the process.Omg all those players running in large organized groups claiming that buffing sieges favor larger groups.. Delicious tears are delicious! They probably didn't even matter reading all the counter arguments to that theory presented in this thread.. they read the green text on the first page, and went straight to commenting saying their zergball group is going to setup sieges while running inside a breach to destroy defenders before they have a chance to use their own siege.
Make perfect sense!
Remember these are the same people that insist 24 people is just 1 group and they're not zerging.
Its a complete disconnect with reality.
Virtually none of the people whining about the change are in 8-12 man groups; damn near everyone of them runs 16+ the vast majority of the time.
Pretty much all EU people complaining about this change run in group of 8-14. On the other hand @Turelus who seem to approve this change is well known to run 24 man guild blob, and more than often decides to stack up to 3 raids with another guild. Just stating fact you know
I approve the change along side the AoE cap removal so that stacking groups now has a negative. Yes I play in large scale groups I have run everything from 2vX to 40 man raids and I honestly do feel more powerful sieges benefits everyone.
When you stack a raid on top of a tower and have 5+ sieges hitting you and you're just laughing at them, then siege isn't working at intended. These changes would be painful to my guild blob and that style of play (more so with AoE cap removal) have someone with a lightning ballista bombardning the group while they're stacked up and see just how long the healers can keep up that stacked healing.
I am honestly confused how these changes harm small groups, unless you're standing and stacking up. If the issue is you're outnumbered and have problems in PvP because there are 40+ of a faction at a keep then that seems to be a numbers issue not a direct siege issue. I haven't had the chanced to read back through the thread yet since my last post so I may have missed it but has anyone from the small groups given a breakdown of why this is bad or the issues they see with it yet? Most of the posts I read yesterday were the normal "this is a horrible change!" with no actual information as to why they felt this way or how they envisioned the changes going against their play style.
If I can see some information which shows me why it's bad for that play style and would ruin it for a number of the player base then I would be willing to support changes to what's proposed to support that group.
Say what you will about the style of game I play when I am in Cyrodiil but I don't tend to come to the forums and sling poo at others because it doesn't benefit the game. I would rather engage in a mature dialogue about how it can be a better place for all of us without completely eradicating one style of gameplay in favour of another.
The thing you may not understand is, as a group of 12-14 you have to stack up on flags to turn a keep,and in sucha group you have limited heals and barriers (cant deal with a perma major defile). Thats how the game works. Its a problem when there are 30 people with 15 sieges all over the place, and people ressing everytime the group moves.This might dissapoint you, but I'm not upset at all, because you clearly don't know what you're talking about. All I'm getting out of your posts is that you have been d*cked 8-12 man groups (the people against this change) and therefore cry about them zerging and running 24 man groups.I know exactly what i'm talking about; which is what upsets you. This is one method to stop Zergballs; Its not the only method...AOE caps for example need to be removed..and will most certainly help small organized groups fight zergballs...
This is just the method for pugs to stand a chance at fighting them...it remains to be seen if they're smart and remove aoe caps in the process.Omg all those players running in large organized groups claiming that buffing sieges favor larger groups.. Delicious tears are delicious! They probably didn't even matter reading all the counter arguments to that theory presented in this thread.. they read the green text on the first page, and went straight to commenting saying their zergball group is going to setup sieges while running inside a breach to destroy defenders before they have a chance to use their own siege.
Make perfect sense!
Remember these are the same people that insist 24 people is just 1 group and they're not zerging.
Its a complete disconnect with reality.
Virtually none of the people whining about the change are in 8-12 man groups; damn near everyone of them runs 16+ the vast majority of the time.
Pretty much all EU people complaining about this change run in group of 8-14. On the other hand @Turelus who seem to approve this change is well known to run 24 man guild blob, and more than often decides to stack up to 3 raids with another guild. Just stating fact you know
I approve the change along side the AoE cap removal so that stacking groups now has a negative. Yes I play in large scale groups I have run everything from 2vX to 40 man raids and I honestly do feel more powerful sieges benefits everyone.
When you stack a raid on top of a tower and have 5+ sieges hitting you and you're just laughing at them, then siege isn't working at intended. These changes would be painful to my guild blob and that style of play (more so with AoE cap removal) have someone with a lightning ballista bombardning the group while they're stacked up and see just how long the healers can keep up that stacked healing.
I am honestly confused how these changes harm small groups, unless you're standing and stacking up. If the issue is you're outnumbered and have problems in PvP because there are 40+ of a faction at a keep then that seems to be a numbers issue not a direct siege issue. I haven't had the chanced to read back through the thread yet since my last post so I may have missed it but has anyone from the small groups given a breakdown of why this is bad or the issues they see with it yet? Most of the posts I read yesterday were the normal "this is a horrible change!" with no actual information as to why they felt this way or how they envisioned the changes going against their play style.
If I can see some information which shows me why it's bad for that play style and would ruin it for a number of the player base then I would be willing to support changes to what's proposed to support that group.
Say what you will about the style of game I play when I am in Cyrodiil but I don't tend to come to the forums and sling poo at others because it doesn't benefit the game. I would rather engage in a mature dialogue about how it can be a better place for all of us without completely eradicating one style of gameplay in favour of another.
The thing you may not understand is, as a group of 12-14 you have to stack up on flags to turn a keep,and in sucha group you have limited heals and barriers (cant deal with a perma major defile). Thats how the game works. Its a problem when there are 30 people with 15 sieges all over the place, and people ressing everytime the group moves.This might dissapoint you, but I'm not upset at all, because you clearly don't know what you're talking about. All I'm getting out of your posts is that you have been d*cked 8-12 man groups (the people against this change) and therefore cry about them zerging and running 24 man groups.I know exactly what i'm talking about; which is what upsets you. This is one method to stop Zergballs; Its not the only method...AOE caps for example need to be removed..and will most certainly help small organized groups fight zergballs...
This is just the method for pugs to stand a chance at fighting them...it remains to be seen if they're smart and remove aoe caps in the process.Omg all those players running in large organized groups claiming that buffing sieges favor larger groups.. Delicious tears are delicious! They probably didn't even matter reading all the counter arguments to that theory presented in this thread.. they read the green text on the first page, and went straight to commenting saying their zergball group is going to setup sieges while running inside a breach to destroy defenders before they have a chance to use their own siege.
Make perfect sense!
Remember these are the same people that insist 24 people is just 1 group and they're not zerging.
Its a complete disconnect with reality.
Virtually none of the people whining about the change are in 8-12 man groups; damn near everyone of them runs 16+ the vast majority of the time.
Pretty much all EU people complaining about this change run in group of 8-14. On the other hand @Turelus who seem to approve this change is well known to run 24 man guild blob, and more than often decides to stack up to 3 raids with another guild. Just stating fact you know
I approve the change along side the AoE cap removal so that stacking groups now has a negative. Yes I play in large scale groups I have run everything from 2vX to 40 man raids and I honestly do feel more powerful sieges benefits everyone.
When you stack a raid on top of a tower and have 5+ sieges hitting you and you're just laughing at them, then siege isn't working at intended. These changes would be painful to my guild blob and that style of play (more so with AoE cap removal) have someone with a lightning ballista bombardning the group while they're stacked up and see just how long the healers can keep up that stacked healing.
I am honestly confused how these changes harm small groups, unless you're standing and stacking up. If the issue is you're outnumbered and have problems in PvP because there are 40+ of a faction at a keep then that seems to be a numbers issue not a direct siege issue. I haven't had the chanced to read back through the thread yet since my last post so I may have missed it but has anyone from the small groups given a breakdown of why this is bad or the issues they see with it yet? Most of the posts I read yesterday were the normal "this is a horrible change!" with no actual information as to why they felt this way or how they envisioned the changes going against their play style.
If I can see some information which shows me why it's bad for that play style and would ruin it for a number of the player base then I would be willing to support changes to what's proposed to support that group.
Say what you will about the style of game I play when I am in Cyrodiil but I don't tend to come to the forums and sling poo at others because it doesn't benefit the game. I would rather engage in a mature dialogue about how it can be a better place for all of us without completely eradicating one style of gameplay in favour of another.
Clear the keep before stacking on a flag and eating siege? I mean...No one really should be stacking on a flag and taking a buttload siege directly with no problem..That kind of defeats the purpose of it
The thing you may not understand is, as a group of 12-14 you have to stack up on flags to turn a keep,and in sucha group you have limited heals and barriers (cant deal with a perma major defile). Thats how the game works. Its a problem when there are 30 people with 15 sieges all over the place, and people ressing everytime the group moves.This might dissapoint you, but I'm not upset at all, because you clearly don't know what you're talking about. All I'm getting out of your posts is that you have been d*cked 8-12 man groups (the people against this change) and therefore cry about them zerging and running 24 man groups.I know exactly what i'm talking about; which is what upsets you. This is one method to stop Zergballs; Its not the only method...AOE caps for example need to be removed..and will most certainly help small organized groups fight zergballs...
This is just the method for pugs to stand a chance at fighting them...it remains to be seen if they're smart and remove aoe caps in the process.Omg all those players running in large organized groups claiming that buffing sieges favor larger groups.. Delicious tears are delicious! They probably didn't even matter reading all the counter arguments to that theory presented in this thread.. they read the green text on the first page, and went straight to commenting saying their zergball group is going to setup sieges while running inside a breach to destroy defenders before they have a chance to use their own siege.
Make perfect sense!
Remember these are the same people that insist 24 people is just 1 group and they're not zerging.
Its a complete disconnect with reality.
Virtually none of the people whining about the change are in 8-12 man groups; damn near everyone of them runs 16+ the vast majority of the time.
Pretty much all EU people complaining about this change run in group of 8-14. On the other hand @Turelus who seem to approve this change is well known to run 24 man guild blob, and more than often decides to stack up to 3 raids with another guild. Just stating fact you know
I approve the change along side the AoE cap removal so that stacking groups now has a negative. Yes I play in large scale groups I have run everything from 2vX to 40 man raids and I honestly do feel more powerful sieges benefits everyone.
When you stack a raid on top of a tower and have 5+ sieges hitting you and you're just laughing at them, then siege isn't working at intended. These changes would be painful to my guild blob and that style of play (more so with AoE cap removal) have someone with a lightning ballista bombardning the group while they're stacked up and see just how long the healers can keep up that stacked healing.
I am honestly confused how these changes harm small groups, unless you're standing and stacking up. If the issue is you're outnumbered and have problems in PvP because there are 40+ of a faction at a keep then that seems to be a numbers issue not a direct siege issue. I haven't had the chanced to read back through the thread yet since my last post so I may have missed it but has anyone from the small groups given a breakdown of why this is bad or the issues they see with it yet? Most of the posts I read yesterday were the normal "this is a horrible change!" with no actual information as to why they felt this way or how they envisioned the changes going against their play style.
If I can see some information which shows me why it's bad for that play style and would ruin it for a number of the player base then I would be willing to support changes to what's proposed to support that group.
Say what you will about the style of game I play when I am in Cyrodiil but I don't tend to come to the forums and sling poo at others because it doesn't benefit the game. I would rather engage in a mature dialogue about how it can be a better place for all of us without completely eradicating one style of gameplay in favour of another.
Clear the keep before stacking on a flag and eating siege? I mean...No one really should be stacking on a flag and taking a buttload siege directly with no problem..That kind of defeats the purpose of it
The thing you may not understand is, as a group of 12-14 you have to stack up on flags to turn a keep,and in sucha group you have limited heals and barriers (cant deal with a perma major defile). Thats how the game works. Its a problem when there are 30 people with 15 sieges all over the place, and people ressing everytime the group moves.This might dissapoint you, but I'm not upset at all, because you clearly don't know what you're talking about. All I'm getting out of your posts is that you have been d*cked 8-12 man groups (the people against this change) and therefore cry about them zerging and running 24 man groups.I know exactly what i'm talking about; which is what upsets you. This is one method to stop Zergballs; Its not the only method...AOE caps for example need to be removed..and will most certainly help small organized groups fight zergballs...
This is just the method for pugs to stand a chance at fighting them...it remains to be seen if they're smart and remove aoe caps in the process.Omg all those players running in large organized groups claiming that buffing sieges favor larger groups.. Delicious tears are delicious! They probably didn't even matter reading all the counter arguments to that theory presented in this thread.. they read the green text on the first page, and went straight to commenting saying their zergball group is going to setup sieges while running inside a breach to destroy defenders before they have a chance to use their own siege.
Make perfect sense!
Remember these are the same people that insist 24 people is just 1 group and they're not zerging.
Its a complete disconnect with reality.
Virtually none of the people whining about the change are in 8-12 man groups; damn near everyone of them runs 16+ the vast majority of the time.
Pretty much all EU people complaining about this change run in group of 8-14. On the other hand @Turelus who seem to approve this change is well known to run 24 man guild blob, and more than often decides to stack up to 3 raids with another guild. Just stating fact you know
I approve the change along side the AoE cap removal so that stacking groups now has a negative. Yes I play in large scale groups I have run everything from 2vX to 40 man raids and I honestly do feel more powerful sieges benefits everyone.
When you stack a raid on top of a tower and have 5+ sieges hitting you and you're just laughing at them, then siege isn't working at intended. These changes would be painful to my guild blob and that style of play (more so with AoE cap removal) have someone with a lightning ballista bombardning the group while they're stacked up and see just how long the healers can keep up that stacked healing.
I am honestly confused how these changes harm small groups, unless you're standing and stacking up. If the issue is you're outnumbered and have problems in PvP because there are 40+ of a faction at a keep then that seems to be a numbers issue not a direct siege issue. I haven't had the chanced to read back through the thread yet since my last post so I may have missed it but has anyone from the small groups given a breakdown of why this is bad or the issues they see with it yet? Most of the posts I read yesterday were the normal "this is a horrible change!" with no actual information as to why they felt this way or how they envisioned the changes going against their play style.
If I can see some information which shows me why it's bad for that play style and would ruin it for a number of the player base then I would be willing to support changes to what's proposed to support that group.
Say what you will about the style of game I play when I am in Cyrodiil but I don't tend to come to the forums and sling poo at others because it doesn't benefit the game. I would rather engage in a mature dialogue about how it can be a better place for all of us without completely eradicating one style of gameplay in favour of another.
Clear the keep before stacking on a flag and eating siege? I mean...No one really should be stacking on a flag and taking a buttload siege directly with no problem..That kind of defeats the purpose of it
ZOS_BrianWheeler wrote: »Damage across the board for all siege weapons has been increased roughly 30%, but we are considering increasing that more.